X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Flight.c;h=f37d1f216fc94796212de3ea1d1f2375903727ca;hb=d960a0621d65ae9977efe9bbb51dce9e1571b114;hp=f5a611dd140cfc38d92090fb0fbaafc2f639d52e;hpb=fbd8f212c3866ec98c1d8c9d3db3ddb7e7c479a5;p=mesa.git diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index f5a611dd140..f37d1f216fc 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -1,21 +1,19 @@ -/* $Id: light.c,v 1.9 1999/11/11 01:22:27 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.3 - * - * Copyright (C) 1999 Brian Paul All Rights Reserved. - * + * Version: 7.0 + * + * Copyright (C) 1999-2007 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: - * + * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of 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 @@ -25,169 +23,235 @@ */ -#ifdef PC_HEADER -#include "all.h" -#else #include "glheader.h" +#include "imports.h" #include "context.h" #include "enums.h" #include "light.h" #include "macros.h" -#include "matrix.h" -#include "mem.h" -#include "mmath.h" #include "simple_list.h" -#include "types.h" -#include "vb.h" -#include "xform.h" -#endif +#include "mtypes.h" +#include "math/m_matrix.h" - -void +void GLAPIENTRY _mesa_ShadeModel( GLenum mode ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel"); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode)); - - if (mode == GL_FLAT || mode == GL_SMOOTH) { - if (ctx->Light.ShadeModel!=mode) { - ctx->Light.ShadeModel = mode; - ctx->TriangleCaps ^= DD_FLATSHADE; - ctx->NewState |= NEW_RASTER_OPS; - if (ctx->Driver.ShadeModel) - (*ctx->Driver.ShadeModel)( ctx, mode ); - } - } - else { - gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" ); + _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode)); + + if (mode != GL_FLAT && mode != GL_SMOOTH) { + _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel"); + return; } -} + if (ctx->Light.ShadeModel == mode) + return; + + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.ShadeModel = mode; + if (ctx->Driver.ShadeModel) + ctx->Driver.ShadeModel( ctx, mode ); +} +/** + * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set + * per-light state. + * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction + * will have already been transformed by the modelview matrix! + * Also, all error checking should have already been done. + */ void +_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params) +{ + struct gl_light *light; + + ASSERT(lnum < MAX_LIGHTS); + light = &ctx->Light.Light[lnum]; + + switch (pname) { + case GL_AMBIENT: + if (TEST_EQ_4V(light->Ambient, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Ambient, params ); + break; + case GL_DIFFUSE: + if (TEST_EQ_4V(light->Diffuse, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Diffuse, params ); + break; + case GL_SPECULAR: + if (TEST_EQ_4V(light->Specular, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Specular, params ); + break; + case GL_POSITION: + /* NOTE: position has already been transformed by ModelView! */ + if (TEST_EQ_4V(light->EyePosition, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V(light->EyePosition, params); + if (light->EyePosition[3] != 0.0F) + light->_Flags |= LIGHT_POSITIONAL; + else + light->_Flags &= ~LIGHT_POSITIONAL; + break; + case GL_SPOT_DIRECTION: + /* NOTE: Direction already transformed by inverse ModelView! */ + if (TEST_EQ_3V(light->EyeDirection, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_3V(light->EyeDirection, params); + break; + case GL_SPOT_EXPONENT: + ASSERT(params[0] >= 0.0); + ASSERT(params[0] <= ctx->Const.MaxSpotExponent); + if (light->SpotExponent == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->SpotExponent = params[0]; + _mesa_invalidate_spot_exp_table(light); + break; + case GL_SPOT_CUTOFF: + ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0)); + if (light->SpotCutoff == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->SpotCutoff = params[0]; + light->_CosCutoffNeg = (GLfloat) (_mesa_cos(light->SpotCutoff * DEG2RAD)); + if (light->_CosCutoffNeg < 0) + light->_CosCutoff = 0; + else + light->_CosCutoff = light->_CosCutoffNeg; + if (light->SpotCutoff != 180.0F) + light->_Flags |= LIGHT_SPOT; + else + light->_Flags &= ~LIGHT_SPOT; + break; + case GL_CONSTANT_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->ConstantAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->ConstantAttenuation = params[0]; + break; + case GL_LINEAR_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->LinearAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->LinearAttenuation = params[0]; + break; + case GL_QUADRATIC_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->QuadraticAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->QuadraticAttenuation = params[0]; + break; + default: + _mesa_problem(ctx, "Unexpected pname in _mesa_light()"); + return; + } + + if (ctx->Driver.Lightfv) + ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params ); +} + + +void GLAPIENTRY _mesa_Lightf( GLenum light, GLenum pname, GLfloat param ) { _mesa_Lightfv( light, pname, ¶m ); } -void +void GLAPIENTRY _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); - GLint l; - GLint nParams; + GLint i = (GLint) (light - GL_LIGHT0); + GLfloat temp[4]; - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight"); - - l = (GLint) (light - GL_LIGHT0); - - if (l < 0 || l >= MAX_LIGHTS) { - gl_error( ctx, GL_INVALID_ENUM, "glLight" ); + if (i < 0 || i >= (GLint) ctx->Const.MaxLights) { + _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light ); return; } + /* do particular error checks, transformations */ switch (pname) { - case GL_AMBIENT: - COPY_4V( ctx->Light.Light[l].Ambient, params ); - nParams = 4; - break; - case GL_DIFFUSE: - COPY_4V( ctx->Light.Light[l].Diffuse, params ); - nParams = 4; - break; - case GL_SPECULAR: - COPY_4V( ctx->Light.Light[l].Specular, params ); - nParams = 4; - break; - case GL_POSITION: - /* transform position by ModelView matrix */ - TRANSFORM_POINT( ctx->Light.Light[l].EyePosition, - ctx->ModelView.m, - params ); - nParams = 4; - break; - case GL_SPOT_DIRECTION: - /* transform direction by inverse modelview */ - if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) { - gl_matrix_analyze( &ctx->ModelView ); - } - TRANSFORM_NORMAL( ctx->Light.Light[l].EyeDirection, - params, - ctx->ModelView.inv ); - nParams = 3; - break; - case GL_SPOT_EXPONENT: - if (params[0]<0.0 || params[0]>128.0) { - gl_error( ctx, GL_INVALID_VALUE, "glLight" ); - return; - } - if (ctx->Light.Light[l].SpotExponent != params[0]) { - ctx->Light.Light[l].SpotExponent = params[0]; - gl_compute_spot_exp_table( &ctx->Light.Light[l] ); - } - nParams = 1; - break; - case GL_SPOT_CUTOFF: - if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) { - gl_error( ctx, GL_INVALID_VALUE, "glLight" ); - return; - } - ctx->Light.Light[l].SpotCutoff = params[0]; - ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD); - if (ctx->Light.Light[l].CosCutoff < 0) - ctx->Light.Light[l].CosCutoff = 0; - nParams = 1; - break; - case GL_CONSTANT_ATTENUATION: - if (params[0]<0.0) { - gl_error( ctx, GL_INVALID_VALUE, "glLight" ); - return; - } - ctx->Light.Light[l].ConstantAttenuation = params[0]; - nParams = 1; - break; - case GL_LINEAR_ATTENUATION: - if (params[0]<0.0) { - gl_error( ctx, GL_INVALID_VALUE, "glLight" ); - return; - } - ctx->Light.Light[l].LinearAttenuation = params[0]; - nParams = 1; - break; - case GL_QUADRATIC_ATTENUATION: - if (params[0]<0.0) { - gl_error( ctx, GL_INVALID_VALUE, "glLight" ); - return; - } - ctx->Light.Light[l].QuadraticAttenuation = params[0]; - nParams = 1; - break; - default: - gl_error( ctx, GL_INVALID_ENUM, "glLight" ); - return; + case GL_AMBIENT: + case GL_DIFFUSE: + case GL_SPECULAR: + /* nothing */ + break; + case GL_POSITION: + /* transform position by ModelView matrix */ + TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params); + params = temp; + break; + case GL_SPOT_DIRECTION: + /* transform direction by inverse modelview */ + if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) { + _math_matrix_analyse(ctx->ModelviewMatrixStack.Top); + } + TRANSFORM_NORMAL(temp, params, ctx->ModelviewMatrixStack.Top->inv); + params = temp; + break; + case GL_SPOT_EXPONENT: + if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_SPOT_CUTOFF: + if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_CONSTANT_ATTENUATION: + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_LINEAR_ATTENUATION: + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_QUADRATIC_ATTENUATION: + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname); + return; } - if (ctx->Driver.Lightfv) - ctx->Driver.Lightfv( ctx, light, pname, params, nParams ); - - ctx->NewState |= NEW_LIGHTING; + _mesa_light(ctx, i, pname, params); } -void +void GLAPIENTRY _mesa_Lighti( GLenum light, GLenum pname, GLint param ) { _mesa_Lightiv( light, pname, ¶m ); } -void +void GLAPIENTRY _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params ) { GLfloat fparam[4]; @@ -229,16 +293,15 @@ _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params ) -void +void GLAPIENTRY _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); GLint l = (GLint) (light - GL_LIGHT0); + ASSERT_OUTSIDE_BEGIN_END(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight"); - - if (l<0 || l>=MAX_LIGHTS) { - gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); + if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); return; } @@ -274,23 +337,21 @@ _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params ) params[0] = ctx->Light.Light[l].QuadraticAttenuation; break; default: - gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); break; } } - -void +void GLAPIENTRY _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) { GET_CURRENT_CONTEXT(ctx); GLint l = (GLint) (light - GL_LIGHT0); + ASSERT_OUTSIDE_BEGIN_END(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight"); - - if (l<0 || l>=MAX_LIGHTS) { - gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); + if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); return; } @@ -340,7 +401,7 @@ _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation; break; default: - gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); break; } } @@ -352,60 +413,64 @@ _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) /**********************************************************************/ -void +void GLAPIENTRY _mesa_LightModelfv( GLenum pname, const GLfloat *params ) { + GLenum newenum; + GLboolean newbool; GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModelfv"); + ASSERT_OUTSIDE_BEGIN_END(ctx); switch (pname) { case GL_LIGHT_MODEL_AMBIENT: + if (TEST_EQ_4V( ctx->Light.Model.Ambient, params )) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); COPY_4V( ctx->Light.Model.Ambient, params ); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: - if (params[0]==0.0) - ctx->Light.Model.LocalViewer = GL_FALSE; - else - ctx->Light.Model.LocalViewer = GL_TRUE; + newbool = (params[0]!=0.0); + if (ctx->Light.Model.LocalViewer == newbool) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.Model.LocalViewer = newbool; break; case GL_LIGHT_MODEL_TWO_SIDE: - if (params[0]==0.0) - ctx->Light.Model.TwoSide = GL_FALSE; - else - ctx->Light.Model.TwoSide = GL_TRUE; + newbool = (params[0]!=0.0); + if (ctx->Light.Model.TwoSide == newbool) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.Model.TwoSide = newbool; break; case GL_LIGHT_MODEL_COLOR_CONTROL: - if (params[0] == (GLfloat) GL_SINGLE_COLOR) { - ctx->Light.Model.ColorControl = GL_SINGLE_COLOR; - ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR; + if (params[0] == (GLfloat) GL_SINGLE_COLOR) + newenum = GL_SINGLE_COLOR; + else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) + newenum = GL_SEPARATE_SPECULAR_COLOR; + else { + _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)", + (GLint) params[0] ); + return; } - else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) { - ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR; - ctx->TriangleCaps |= DD_SEPERATE_SPECULAR; - } - else { - gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" ); - } - ctx->NewState |= NEW_RASTER_OPS; + if (ctx->Light.Model.ColorControl == newenum) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.Model.ColorControl = newenum; break; default: - gl_error( ctx, GL_INVALID_ENUM, "glLightModel" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname ); break; } - if (ctx->Driver.LightModelfv) + if (ctx->Driver.LightModelfv) ctx->Driver.LightModelfv( ctx, pname, params ); - - ctx->NewState |= NEW_LIGHTING; } -void +void GLAPIENTRY _mesa_LightModeliv( GLenum pname, const GLint *params ) { GLfloat fparam[4]; - GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModeliv"); switch (pname) { case GL_LIGHT_MODEL_AMBIENT: @@ -427,14 +492,14 @@ _mesa_LightModeliv( GLenum pname, const GLint *params ) } -void +void GLAPIENTRY _mesa_LightModeli( GLenum pname, GLint param ) { _mesa_LightModeliv( pname, ¶m ); } -void +void GLAPIENTRY _mesa_LightModelf( GLenum pname, GLfloat param ) { _mesa_LightModelfv( pname, ¶m ); @@ -449,38 +514,38 @@ _mesa_LightModelf( GLenum pname, GLfloat param ) * Given a face and pname value (ala glColorMaterial), compute a bitmask * of the targeted material values. */ -GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, - GLuint legal, - const char *where ) +GLuint +_mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, + GLuint legal, const char *where ) { GLuint bitmask = 0; /* Make a bitmask indicating what material attribute(s) we're updating */ switch (pname) { case GL_EMISSION: - bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT; + bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION; break; case GL_AMBIENT: - bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; + bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; break; case GL_DIFFUSE: - bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; + bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; break; case GL_SPECULAR: - bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT; + bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR; break; case GL_SHININESS: - bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT; + bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS; break; case GL_AMBIENT_AND_DIFFUSE: - bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; - bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; + bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; + bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; break; case GL_COLOR_INDEXES: - bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT; + bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES; break; default: - gl_error( ctx, GL_INVALID_ENUM, where ); + _mesa_error( ctx, GL_INVALID_ENUM, where ); return 0; } @@ -491,12 +556,12 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, bitmask &= BACK_MATERIAL_BITS; } else if (face != GL_FRONT_AND_BACK) { - gl_error( ctx, GL_INVALID_ENUM, where ); + _mesa_error( ctx, GL_INVALID_ENUM, where ); return 0; } - + if (bitmask & ~legal) { - gl_error( ctx, GL_INVALID_ENUM, where ); + _mesa_error( ctx, GL_INVALID_ENUM, where ); return 0; } @@ -505,438 +570,171 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, +/* Perform a straight copy between materials. + */ +void +_mesa_copy_materials( struct gl_material *dst, + const struct gl_material *src, + GLuint bitmask ) +{ + int i; + + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<Attrib[i], src->Attrib[i] ); +} -/* - * Check if the global material has to be updated with info that was - * associated with a vertex via glMaterial. - * This function is used when any material values get changed between - * glBegin/glEnd either by calling glMaterial() or by calling glColor() - * when GL_COLOR_MATERIAL is enabled. - * - * KW: Added code here to keep the precomputed variables uptodate. - * This means we can use the faster shade functions when using - * GL_COLOR_MATERIAL, and we can also now use the precomputed - * values in the slower shading functions, which further offsets - * the cost of doing this here. +/* Update derived values following a change in ctx->Light.Material */ -void gl_update_material( GLcontext *ctx, - struct gl_material *src, - GLuint bitmask ) +void +_mesa_update_material( GLcontext *ctx, GLuint bitmask ) { struct gl_light *light, *list = &ctx->Light.EnabledList; - GLfloat tmp[4]; - - if (ctx->Light.ColorMaterialEnabled) - bitmask &= ~ctx->Light.ColorMaterialBitmask; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; - if (MESA_VERBOSE&VERBOSE_IMMEDIATE) - fprintf(stderr, "gl_update_material, mask %x\n", bitmask); + if (MESA_VERBOSE&VERBOSE_IMMEDIATE) + _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask); - if (!bitmask) + if (!bitmask) return; - if (bitmask & FRONT_AMBIENT_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, src[0].Ambient, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp); - foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); - } - COPY_4FV( mat->Ambient, src[0].Ambient ); - } - if (bitmask & BACK_AMBIENT_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, src[1].Ambient, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp); - foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); - } - COPY_4FV( mat->Ambient, src[1].Ambient ); - } - if (bitmask & FRONT_DIFFUSE_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, src[0].Diffuse, mat->Diffuse ); + /* update material ambience */ + if (bitmask & MAT_BIT_FRONT_AMBIENT) { foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); + SCALE_3V( light->_MatAmbient[0], light->Ambient, + mat[MAT_ATTRIB_FRONT_AMBIENT]); } - COPY_4FV( mat->Diffuse, src[0].Diffuse ); - FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); } - if (bitmask & BACK_DIFFUSE_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, src[1].Diffuse, mat->Diffuse ); - foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); - } - COPY_4FV( mat->Diffuse, src[1].Diffuse ); - FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); - } - if (bitmask & FRONT_SPECULAR_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, src[0].Specular, mat->Specular ); - foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp ); - light->IsMatSpecular[0] = - (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16); - } - } - COPY_4FV( mat->Specular, src[0].Specular ); - } - if (bitmask & BACK_SPECULAR_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, src[1].Specular, mat->Specular ); + + if (bitmask & MAT_BIT_BACK_AMBIENT) { foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp ); - light->IsMatSpecular[1] = - (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16); - } + SCALE_3V( light->_MatAmbient[1], light->Ambient, + mat[MAT_ATTRIB_BACK_AMBIENT]); } - COPY_4FV( mat->Specular, src[1].Specular ); - } - if (bitmask & FRONT_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, src[0].Emission, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[0], tmp ); - COPY_4FV( mat->Emission, src[0].Emission ); - } - if (bitmask & BACK_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, src[1].Emission, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[1], tmp ); - COPY_4FV( mat->Emission, src[1].Emission ); - } - if (bitmask & FRONT_SHININESS_BIT) { - GLfloat shininess = ctx->Light.Material[0].Shininess = src[0].Shininess; - gl_compute_shine_table( ctx, 0, shininess ); - gl_compute_shine_table( ctx, 2, shininess * .5 ); - } - if (bitmask & BACK_SHININESS_BIT) { - GLfloat shininess = ctx->Light.Material[1].Shininess = src[1].Shininess; - gl_compute_shine_table( ctx, 1, shininess ); - gl_compute_shine_table( ctx, 3, shininess * .5 ); - } - if (bitmask & FRONT_INDEXES_BIT) { - ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex; - ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex; - ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex; - } - if (bitmask & BACK_INDEXES_BIT) { - ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex; - ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex; - ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex; } - if (0) - { - struct gl_material *mat = &ctx->Light.Material[0]; - fprintf(stderr, "update_mat emission : %f %f %f\n", - mat->Emission[0], - mat->Emission[1], - mat->Emission[2]); - fprintf(stderr, "update_mat specular : %f %f %f\n", - mat->Specular[0], - mat->Specular[1], - mat->Specular[2]); - fprintf(stderr, "update_mat diffuse : %f %f %f\n", - mat->Diffuse[0], - mat->Diffuse[1], - mat->Diffuse[2]); - fprintf(stderr, "update_mat ambient : %f %f %f\n", - mat->Ambient[0], - mat->Ambient[1], - mat->Ambient[2]); + /* update BaseColor = emission + scene's ambience * material's ambience */ + if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) { + COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] ); + ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT], + ctx->Light.Model.Ambient ); } -} - - - - - -void gl_update_color_material( GLcontext *ctx, - const GLubyte rgba[4] ) -{ - struct gl_light *light, *list = &ctx->Light.EnabledList; - GLuint bitmask = ctx->Light.ColorMaterialBitmask; - GLfloat tmp[4], color[4]; - - UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba ); - - if (MESA_VERBOSE&VERBOSE_IMMEDIATE) - fprintf(stderr, "gl_update_color_material, mask %x\n", bitmask); - - - if (bitmask & FRONT_AMBIENT_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, color, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp); - foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); - } - COPY_4FV( mat->Ambient, color ); + if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) { + COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] ); + ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT], + ctx->Light.Model.Ambient ); } - if (bitmask & BACK_AMBIENT_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, color, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp); + /* update material diffuse values */ + if (bitmask & MAT_BIT_FRONT_DIFFUSE) { foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + SCALE_3V( light->_MatDiffuse[0], light->Diffuse, + mat[MAT_ATTRIB_FRONT_DIFFUSE] ); } - COPY_4FV( mat->Ambient, color ); } - if (bitmask & FRONT_DIFFUSE_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, color, mat->Diffuse ); + if (bitmask & MAT_BIT_BACK_DIFFUSE) { foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); + SCALE_3V( light->_MatDiffuse[1], light->Diffuse, + mat[MAT_ATTRIB_BACK_DIFFUSE] ); } - COPY_4FV( mat->Diffuse, color ); - FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); } - if (bitmask & BACK_DIFFUSE_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, color, mat->Diffuse ); + /* update material specular values */ + if (bitmask & MAT_BIT_FRONT_SPECULAR) { foreach (light, list) { - ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); + SCALE_3V( light->_MatSpecular[0], light->Specular, + mat[MAT_ATTRIB_FRONT_SPECULAR]); } - COPY_4FV( mat->Diffuse, color ); - FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); } - if (bitmask & FRONT_SPECULAR_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, color, mat->Specular ); - foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp ); - light->IsMatSpecular[0] = - (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16); - } - } - COPY_4FV( mat->Specular, color ); - } - if (bitmask & BACK_SPECULAR_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, color, mat->Specular ); + if (bitmask & MAT_BIT_BACK_SPECULAR) { foreach (light, list) { - if (light->Flags & LIGHT_SPECULAR) { - ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp ); - light->IsMatSpecular[1] = - (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16); - } + SCALE_3V( light->_MatSpecular[1], light->Specular, + mat[MAT_ATTRIB_BACK_SPECULAR]); } - COPY_4FV( mat->Specular, color ); - } - if (bitmask & FRONT_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, color, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[0], tmp ); - COPY_4FV( mat->Emission, color ); } - if (bitmask & BACK_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, color, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[1], tmp ); - COPY_4FV( mat->Emission, color ); + + if (bitmask & MAT_BIT_FRONT_SHININESS) { + _mesa_invalidate_shine_table( ctx, 0 ); } - if (0) - { - struct gl_material *mat = &ctx->Light.Material[0]; - fprintf(stderr, "update_color_mat emission : %f %f %f\n", - mat->Emission[0], - mat->Emission[1], - mat->Emission[2]); - fprintf(stderr, "update_color_mat specular : %f %f %f\n", - mat->Specular[0], - mat->Specular[1], - mat->Specular[2]); - fprintf(stderr, "update_color_mat diffuse : %f %f %f\n", - mat->Diffuse[0], - mat->Diffuse[1], - mat->Diffuse[2]); - fprintf(stderr, "update_color_mat ambient : %f %f %f\n", - mat->Ambient[0], - mat->Ambient[1], - mat->Ambient[2]); + if (bitmask & MAT_BIT_BACK_SHININESS) { + _mesa_invalidate_shine_table( ctx, 1 ); } } - - +/* + * Update the current materials from the given rgba color + * according to the bitmask in ColorMaterialBitmask, which is + * set by glColorMaterial(). + */ void -_mesa_ColorMaterial( GLenum face, GLenum mode ) +_mesa_update_color_material( GLcontext *ctx, const GLfloat color[4] ) { - GET_CURRENT_CONTEXT(ctx); - GLuint bitmask; - GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT | - FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT | - FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT | - FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT); - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glColorMaterial"); - - if (MESA_VERBOSE&VERBOSE_API) - fprintf(stderr, "glColorMaterial %s %s\n", - gl_lookup_enum_by_nr(face), - gl_lookup_enum_by_nr(mode)); - - bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" ); + GLuint bitmask = ctx->Light.ColorMaterialBitmask; + struct gl_material *mat = &ctx->Light.Material; + int i; - if (bitmask != 0) { - ctx->Light.ColorMaterialBitmask = bitmask; - ctx->Light.ColorMaterialFace = face; - ctx->Light.ColorMaterialMode = mode; - } + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<Attrib[i], color ); - if (ctx->Light.ColorMaterialEnabled) - gl_update_color_material( ctx, ctx->Current.ByteColor ); + _mesa_update_material( ctx, bitmask ); } - - -void -_mesa_Materialf( GLenum face, GLenum pname, GLfloat param ) -{ - _mesa_Materialfv( face, pname, ¶m ); -} - - -/* KW: This is now called directly (ie by name) from the glMaterial* - * API functions. - */ -void -_mesa_Materialfv( GLenum face, GLenum pname, const GLfloat *params ) +void GLAPIENTRY +_mesa_ColorMaterial( GLenum face, GLenum mode ) { GET_CURRENT_CONTEXT(ctx); - struct immediate *IM; - struct gl_material *mat; GLuint bitmask; - GLuint count; - - bitmask = gl_material_bitmask( ctx, face, pname, ~0, "gl_Materialfv" ); - if (bitmask == 0) + GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION | + MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR | + MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE | + MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (MESA_VERBOSE&VERBOSE_API) + _mesa_debug(ctx, "glColorMaterial %s %s\n", + _mesa_lookup_enum_by_nr(face), + _mesa_lookup_enum_by_nr(mode)); + + bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial"); + + if (ctx->Light.ColorMaterialBitmask == bitmask && + ctx->Light.ColorMaterialFace == face && + ctx->Light.ColorMaterialMode == mode) return; - IM = ctx->input; - count = IM->Count; - - if (!IM->Material) { - IM->Material = - (struct gl_material (*)[2]) MALLOC( sizeof(struct gl_material) * - VB_SIZE * 2 ); - IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * VB_SIZE ); - } - - - if (!(IM->Flag[count] & VERT_MATERIAL)) { - IM->Flag[count] |= VERT_MATERIAL; - IM->MaterialMask[count] = 0; - } - - - IM->MaterialMask[count] |= bitmask; - mat = IM->Material[count]; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.ColorMaterialBitmask = bitmask; + ctx->Light.ColorMaterialFace = face; + ctx->Light.ColorMaterialMode = mode; - if (bitmask & FRONT_AMBIENT_BIT) { - COPY_4FV( mat[0].Ambient, params ); - } - if (bitmask & BACK_AMBIENT_BIT) { - COPY_4FV( mat[1].Ambient, params ); - } - if (bitmask & FRONT_DIFFUSE_BIT) { - COPY_4FV( mat[0].Diffuse, params ); - } - if (bitmask & BACK_DIFFUSE_BIT) { - COPY_4FV( mat[1].Diffuse, params ); - } - if (bitmask & FRONT_SPECULAR_BIT) { - COPY_4FV( mat[0].Specular, params ); - } - if (bitmask & BACK_SPECULAR_BIT) { - COPY_4FV( mat[1].Specular, params ); - } - if (bitmask & FRONT_EMISSION_BIT) { - COPY_4FV( mat[0].Emission, params ); - } - if (bitmask & BACK_EMISSION_BIT) { - COPY_4FV( mat[1].Emission, params ); - } - if (bitmask & FRONT_SHININESS_BIT) { - GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); - mat[0].Shininess = shininess; + if (ctx->Light.ColorMaterialEnabled) { + FLUSH_CURRENT( ctx, 0 ); + _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); } - if (bitmask & BACK_SHININESS_BIT) { - GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); - mat[1].Shininess = shininess; - } - if (bitmask & FRONT_INDEXES_BIT) { - mat[0].AmbientIndex = params[0]; - mat[0].DiffuseIndex = params[1]; - mat[0].SpecularIndex = params[2]; - } - if (bitmask & BACK_INDEXES_BIT) { - mat[1].AmbientIndex = params[0]; - mat[1].DiffuseIndex = params[1]; - mat[1].SpecularIndex = params[2]; - } -} - -void -_mesa_Materiali(GLenum face, GLenum pname, GLint param ) -{ - _mesa_Materialiv(face, pname, ¶m); -} - - -void -_mesa_Materialiv(GLenum face, GLenum pname, const GLint *params ) -{ - GLfloat fparam[4]; - switch (pname) { - case GL_AMBIENT: - case GL_DIFFUSE: - case GL_SPECULAR: - case GL_EMISSION: - case GL_AMBIENT_AND_DIFFUSE: - fparam[0] = INT_TO_FLOAT( params[0] ); - fparam[1] = INT_TO_FLOAT( params[1] ); - fparam[2] = INT_TO_FLOAT( params[2] ); - fparam[3] = INT_TO_FLOAT( params[3] ); - break; - case GL_SHININESS: - fparam[0] = (GLfloat) params[0]; - break; - case GL_COLOR_INDEXES: - fparam[0] = (GLfloat) params[0]; - fparam[1] = (GLfloat) params[1]; - fparam[2] = (GLfloat) params[2]; - break; - default: - /* Error will be caught later in gl_Materialfv */ - ; - } - _mesa_Materialfv(face, pname, fparam); + if (ctx->Driver.ColorMaterial) + ctx->Driver.ColorMaterial( ctx, face, mode ); } -void +void GLAPIENTRY _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); GLuint f; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialfv"); + FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ if (face==GL_FRONT) { f = 0; @@ -945,44 +743,46 @@ _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) f = 1; } else { - gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); return; } + switch (pname) { case GL_AMBIENT: - COPY_4FV( params, ctx->Light.Material[f].Ambient ); + COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] ); break; case GL_DIFFUSE: - COPY_4FV( params, ctx->Light.Material[f].Diffuse ); + COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] ); break; case GL_SPECULAR: - COPY_4FV( params, ctx->Light.Material[f].Specular ); + COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] ); break; case GL_EMISSION: - COPY_4FV( params, ctx->Light.Material[f].Emission ); + COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] ); break; case GL_SHININESS: - *params = ctx->Light.Material[f].Shininess; + *params = mat[MAT_ATTRIB_SHININESS(f)][0]; break; case GL_COLOR_INDEXES: - params[0] = ctx->Light.Material[f].AmbientIndex; - params[1] = ctx->Light.Material[f].DiffuseIndex; - params[2] = ctx->Light.Material[f].SpecularIndex; + params[0] = mat[MAT_ATTRIB_INDEXES(f)][0]; + params[1] = mat[MAT_ATTRIB_INDEXES(f)][1]; + params[2] = mat[MAT_ATTRIB_INDEXES(f)][2]; break; default: - gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); } } - -void +void GLAPIENTRY _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) { GET_CURRENT_CONTEXT(ctx); GLuint f; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialiv"); + FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ if (face==GL_FRONT) { f = 0; @@ -991,50 +791,49 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) f = 1; } else { - gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); return; } switch (pname) { case GL_AMBIENT: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] ); break; case GL_DIFFUSE: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] ); break; case GL_SPECULAR: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] ); break; case GL_EMISSION: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] ); break; case GL_SHININESS: - *params = ROUNDF( ctx->Light.Material[f].Shininess ); + *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] ); break; case GL_COLOR_INDEXES: - params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex ); - params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex ); - params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex ); + params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] ); + params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] ); + params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] ); break; default: - gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); } } - /**********************************************************************/ /***** Lighting computation *****/ /**********************************************************************/ @@ -1047,7 +846,7 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) * 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 + * KW: We now know orientation in advance and only shade for * the side or sides which are actually required. * * Variables: @@ -1060,10 +859,10 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) * IF P[3]==0 THEN * // light at infinity * IF local_viewer THEN - * VP_inf_norm = unit vector from V to P // Precompute - * ELSE + * _VP_inf_norm = unit vector from V to P // Precompute + * ELSE * // eye at infinity - * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute + * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute * ENDIF * ENDIF * @@ -1078,259 +877,280 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) * Whenever the spotlight exponent for a light changes we must call * this function to recompute the exponent lookup table. */ -void gl_compute_spot_exp_table( struct gl_light *l ) +void +_mesa_invalidate_spot_exp_table( struct gl_light *l ) { - int i; - double exponent = l->SpotExponent; - double tmp = 0; - int clamp = 0; + l->_SpotExpTable[0][0] = -1; +} + - l->SpotExpTable[0][0] = 0.0; +static void +validate_spot_exp_table( struct gl_light *l ) +{ + GLint i; + GLdouble exponent = l->SpotExponent; + GLdouble tmp = 0; + GLint clamp = 0; + + l->_SpotExpTable[0][0] = 0.0; - for (i=EXP_TABLE_SIZE-1;i>0;i--) { + for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) { if (clamp == 0) { - tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent); - if (tmp < FLT_MIN*100.0) { - tmp = 0.0; - clamp = 1; - } + tmp = _mesa_pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent); + if (tmp < FLT_MIN * 100.0) { + tmp = 0.0; + clamp = 1; + } } - l->SpotExpTable[i][0] = tmp; + l->_SpotExpTable[i][0] = (GLfloat) tmp; } - for (i=0;iSpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0]; + for (i = 0; i < EXP_TABLE_SIZE - 1; i++) { + l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] - + l->_SpotExpTable[i][0]); } - l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0; + l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0; } - /* Calculate a new shine table. Doing this here saves a branch in * lighting, and the cost of doing it early may be partially offset * by keeping a MRU cache of shine tables for various shine values. */ -static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess ) +void +_mesa_invalidate_shine_table( GLcontext *ctx, GLuint side ) { - int i; - GLfloat *m = tab->tab; - - m[0] = 0; - if (shininess == 0) { - for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) - m[i] = 1; - } else { - for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) { - double t = pow( i/(GLfloat)SHINE_TABLE_SIZE, shininess ); - m[i] = 0; - if (t > 1e-20) m[i] = t; - } - } - - tab->shininess = shininess; + ASSERT(side < 2); + if (ctx->_ShineTable[side]) + ctx->_ShineTable[side]->refcount--; + ctx->_ShineTable[side] = NULL; } -#define DISTSQR(a,b) ((a-b)*(a-b)) -void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess ) +static void +validate_shine_table( GLcontext *ctx, GLuint side, GLfloat shininess ) { - struct gl_shine_tab *list = ctx->ShineTabList; + struct gl_shine_tab *list = ctx->_ShineTabList; struct gl_shine_tab *s; - foreach(s, list) - if ( DISTSQR(s->shininess, shininess) < 1e-4 ) + ASSERT(side < 2); + + foreach(s, list) + if ( s->shininess == shininess ) break; - if (s == list) - { - foreach(s, list) - if (s->refcount == 0) break; + if (s == list) { + GLint j; + GLfloat *m; + + foreach(s, list) + if (s->refcount == 0) + break; - compute_shine_table( s, shininess ); + 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 = _mesa_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; } - ctx->ShineTable[i]->refcount--; - ctx->ShineTable[i] = s; + if (ctx->_ShineTable[side]) + ctx->_ShineTable[side]->refcount--; + + ctx->_ShineTable[side] = s; move_to_tail( list, s ); s->refcount++; } - - -void gl_reinit_light_attrib( GLcontext *ctx, struct gl_light_attrib *l ) +void +_mesa_validate_all_lighting_tables( GLcontext *ctx ) { GLuint i; + GLfloat shininess; + + shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; + if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess) + validate_shine_table( ctx, 0, shininess ); - if (ctx->ShineTable[0]->shininess != l->Material[0].Shininess) { - gl_compute_shine_table( ctx, 0, l->Material[0].Shininess ); - gl_compute_shine_table( ctx, 2, l->Material[0].Shininess * .5 ); - } - - if (ctx->ShineTable[1]->shininess != l->Material[1].Shininess) { - gl_compute_shine_table( ctx, 1, l->Material[1].Shininess ); - gl_compute_shine_table( ctx, 3, l->Material[1].Shininess * .5 ); - } + shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; + if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess) + validate_shine_table( ctx, 1, shininess ); - make_empty_list( &l->EnabledList ); - for (i = 0 ; i < MAX_LIGHTS ; i++) { - if (l->Light[i].Enabled) - insert_at_tail( &l->EnabledList, &l->Light[i] ); - } + for (i = 0; i < ctx->Const.MaxLights; i++) + if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1) + validate_spot_exp_table( &ctx->Light.Light[i] ); } - -/* +/** * Examine current lighting parameters to determine if the optimized lighting * function can be used. * Also, precompute some lighting values such as the products of light * source and material ambient, diffuse and specular coefficients. */ -void gl_update_lighting( GLcontext *ctx ) +void +_mesa_update_lighting( GLcontext *ctx ) { struct gl_light *light; + ctx->Light._NeedEyeCoords = GL_FALSE; + ctx->Light._Flags = 0; - ctx->Light.Flags = 0; + if (!ctx->Light.Enabled) + return; foreach(light, &ctx->Light.EnabledList) { - - light->Flags = 0; - - if (light->EyePosition[3] != 0.0F) - light->Flags |= LIGHT_POSITIONAL; - - if (LEN_SQUARED_3FV(light->Specular) > 1e-16) - light->Flags |= LIGHT_SPECULAR; - - if (light->SpotCutoff != 180.0F) - light->Flags |= LIGHT_SPOT; - - ctx->Light.Flags |= light->Flags; + ctx->Light._Flags |= light->_Flags; } - ctx->Light.NeedVertices = - ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || - (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) || - (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR))); + ctx->Light._NeedVertices = + ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR || + ctx->Light.Model.LocalViewer); + ctx->Light._NeedEyeCoords = ((ctx->Light._Flags & LIGHT_POSITIONAL) || + ctx->Light.Model.LocalViewer); - /* Precompute some shading values. + /* XXX: This test is overkill & needs to be fixed both for software and + * hardware t&l drivers. The above should be sufficient & should + * be tested to verify this. */ - if (ctx->Visual->RGBAflag) - { - GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1); - GLuint side; - for (side=0; side < sides; side++) { - struct gl_material *mat = &ctx->Light.Material[side]; - - COPY_3V(ctx->Light.BaseColor[side], mat->Emission); - ACC_SCALE_3V(ctx->Light.BaseColor[side], - ctx->Light.Model.Ambient, - mat->Ambient); - - FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[side], - ctx->Light.Material[side].Diffuse[3] ); - } - - foreach (light, &ctx->Light.EnabledList) { - for (side=0; side< sides; side++) { - struct gl_material *mat = &ctx->Light.Material[side]; - SCALE_3V( light->MatDiffuse[side], light->Diffuse, mat->Diffuse ); - SCALE_3V( light->MatAmbient[side], light->Ambient, mat->Ambient ); - ACC_3V( ctx->Light.BaseColor[side], light->MatAmbient[side] ); - if (light->Flags & LIGHT_SPECULAR) - { - SCALE_3V( light->MatSpecular[side], light->Specular, - mat->Specular); - light->IsMatSpecular[side] = - (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16); - } - else - light->IsMatSpecular[side] = 0; - } - } - } - else - { - static GLfloat ci[3] = { .30, .59, .11 }; + if (ctx->Light._NeedVertices) + ctx->Light._NeedEyeCoords = GL_TRUE; + /* Precompute some shading values. Although we reference + * Light.Material here, we can get away without flushing + * FLUSH_UPDATE_CURRENT, as when any outstanding material changes + * are flushed, they will update the derived state at that time. + */ + if (ctx->Visual.rgbMode) { + if (ctx->Light.Model.TwoSide) + _mesa_update_material( ctx, + MAT_BIT_FRONT_EMISSION | + MAT_BIT_FRONT_AMBIENT | + MAT_BIT_FRONT_DIFFUSE | + MAT_BIT_FRONT_SPECULAR | + MAT_BIT_BACK_EMISSION | + MAT_BIT_BACK_AMBIENT | + MAT_BIT_BACK_DIFFUSE | + MAT_BIT_BACK_SPECULAR); + else + _mesa_update_material( ctx, + MAT_BIT_FRONT_EMISSION | + MAT_BIT_FRONT_AMBIENT | + MAT_BIT_FRONT_DIFFUSE | + MAT_BIT_FRONT_SPECULAR); + } + else { + static const GLfloat ci[3] = { .30F, .59F, .11F }; foreach(light, &ctx->Light.EnabledList) { - light->dli = DOT3(ci, light->Diffuse); - light->sli = DOT3(ci, light->Specular); + light->_dli = DOT3(ci, light->Diffuse); + light->_sli = DOT3(ci, light->Specular); } } } -/* Need to seriously restrict the circumstances under which these - * calc's are performed. + +/** + * Update state derived from light position, spot direction. + * Called upon: + * _NEW_MODELVIEW + * _NEW_LIGHT + * _TNL_NEW_NEED_EYE_COORDS + * + * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled. + * Also update on lighting space changes. */ -void gl_compute_light_positions( GLcontext *ctx ) +static void +compute_light_positions( GLcontext *ctx ) { struct gl_light *light; - - if (ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer) { - GLfloat eye_z[3] = { 0, 0, 1 }; - if (!ctx->NeedEyeCoords) { - TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m ); - } else { - COPY_3V( ctx->EyeZDir, eye_z ); - } + static const GLfloat eye_z[3] = { 0, 0, 1 }; + + if (!ctx->Light.Enabled) + return; + + if (ctx->_NeedEyeCoords) { + COPY_3V( ctx->_EyeZDir, eye_z ); + } + else { + TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m ); } foreach (light, &ctx->Light.EnabledList) { - if (!ctx->NeedEyeCoords) { - TRANSFORM_POINT( light->Position, ctx->ModelView.inv, + if (ctx->_NeedEyeCoords) { + /* _Position is in eye coordinate space */ + COPY_4FV( light->_Position, light->EyePosition ); + } + else { + /* _Position is in object coordinate space */ + TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv, light->EyePosition ); - } else { - COPY_4FV( light->Position, light->EyePosition ); } - if (!(light->Flags & LIGHT_POSITIONAL)) - { + if (!(light->_Flags & LIGHT_POSITIONAL)) { /* VP (VP) = Normalize( Position ) */ - COPY_3V( light->VP_inf_norm, light->Position ); - NORMALIZE_3FV( light->VP_inf_norm ); - - if (!ctx->Light.Model.LocalViewer) - { - /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ - ADD_3V( light->h_inf_norm, light->VP_inf_norm, ctx->EyeZDir); - NORMALIZE_3FV( light->h_inf_norm ); - } + COPY_3V( light->_VP_inf_norm, light->_Position ); + NORMALIZE_3FV( light->_VP_inf_norm ); - light->VP_inf_spot_attenuation = 1.0; + if (!ctx->Light.Model.LocalViewer) { + /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ + ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir); + NORMALIZE_3FV( light->_h_inf_norm ); + } + light->_VP_inf_spot_attenuation = 1.0; } - - if (light->Flags & LIGHT_SPOT) - { - if (ctx->NeedEyeNormals) { - COPY_3V( light->NormDirection, light->EyeDirection ); - } else { - TRANSFORM_NORMAL( light->NormDirection, + else { + /* positional light w/ homogeneous coordinate, divide by W */ + GLfloat wInv = (GLfloat)1.0 / light->_Position[3]; + light->_Position[0] *= wInv; + light->_Position[1] *= wInv; + light->_Position[2] *= wInv; + } + + if (light->_Flags & LIGHT_SPOT) { + if (ctx->_NeedEyeCoords) { + COPY_3V( light->_NormDirection, light->EyeDirection ); + } + else { + TRANSFORM_NORMAL( light->_NormDirection, light->EyeDirection, - ctx->ModelView.m); + ctx->ModelviewMatrixStack.Top->m); } - NORMALIZE_3FV( light->NormDirection ); - + NORMALIZE_3FV( light->_NormDirection ); - /* Unlikely occurrance? - */ - if (!(light->Flags & LIGHT_POSITIONAL)) { - GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm, - light->NormDirection); + if (!(light->_Flags & LIGHT_POSITIONAL)) { + GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm, + light->_NormDirection); - if (PV_dot_dir > light->CosCutoff) { + if (PV_dot_dir > light->_CosCutoff) { double x = PV_dot_dir * (EXP_TABLE_SIZE-1); int k = (int) x; - light->VP_inf_spot_attenuation = - (light->SpotExpTable[k][0] + - (x-k)*light->SpotExpTable[k][1]); + light->_VP_inf_spot_attenuation = + (GLfloat) (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); } - else - light->VP_inf_spot_attenuation = 0; + else { + light->_VP_inf_spot_attenuation = 0; + } } } } @@ -1338,69 +1158,221 @@ void gl_compute_light_positions( GLcontext *ctx ) +static void +update_modelview_scale( GLcontext *ctx ) +{ + ctx->_ModelViewInvScale = 1.0F; + if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) { + const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv; + GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10]; + if (f < 1e-12) f = 1.0; + if (ctx->_NeedEyeCoords) + ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f); + else + ctx->_ModelViewInvScale = (GLfloat) SQRTF(f); + } +} -void gl_update_normal_transform( GLcontext *ctx ) +/** + * Bring up to date any state that relies on _NeedEyeCoords. + */ +void +_mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state ) { - GLuint new_flag = 0; - normal_func *last = ctx->NormalTransform; - - ctx->vb_rescale_factor = 1.0; - - if (ctx->NeedEyeCoords) { - if (ctx->NeedNormals) { - GLuint transform = NORM_TRANSFORM_NO_ROT; - - if (ctx->ModelView.flags & (MAT_FLAG_GENERAL | - MAT_FLAG_ROTATION | - MAT_FLAG_GENERAL_3D | - MAT_FLAG_PERSPECTIVE)) - transform = NORM_TRANSFORM; - - - new_flag = ctx->NewState & NEW_MODELVIEW; - ctx->vb_rescale_factor = ctx->rescale_factor; - - if (ctx->Transform.Normalize) - { - ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE]; - } - else if (ctx->Transform.RescaleNormals && - ctx->rescale_factor != 1.0) - { - ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE]; - } - else - { - ctx->NormalTransform = gl_normal_tab[transform]; - } - } else { - ctx->NormalTransform = 0; - } + const GLuint oldneedeyecoords = ctx->_NeedEyeCoords; + + (void) new_state; + ctx->_NeedEyeCoords = GL_FALSE; + + if (ctx->_ForceEyeCoords || + (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) || + ctx->Point._Attenuated || + ctx->Light._NeedEyeCoords) + ctx->_NeedEyeCoords = GL_TRUE; + + if (ctx->Light.Enabled && + !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) + ctx->_NeedEyeCoords = GL_TRUE; + + /* Check if the truth-value interpretations of the bitfields have + * changed: + */ + if (oldneedeyecoords != ctx->_NeedEyeCoords) { + /* Recalculate all state that depends on _NeedEyeCoords. + */ + update_modelview_scale(ctx); + compute_light_positions( ctx ); + + if (ctx->Driver.LightingSpaceChange) + ctx->Driver.LightingSpaceChange( ctx ); } else { - if (ctx->NeedNormals) { - ctx->vb_rescale_factor = 1.0/ctx->rescale_factor; + GLuint new_state = ctx->NewState; - if (ctx->Transform.Normalize) - { - ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE]; - } - else if (!ctx->Transform.RescaleNormals && - ctx->rescale_factor != 1.0) - { - ctx->NormalTransform = gl_normal_tab[NORM_RESCALE]; - } - else - { - ctx->NormalTransform = 0; - } - } else { - ctx->NormalTransform = 0; - } + /* Recalculate that same state only if it has been invalidated + * by other statechanges. + */ + if (new_state & _NEW_MODELVIEW) + update_modelview_scale(ctx); + + if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW)) + compute_light_positions( ctx ); } +} + - if (last != ctx->NormalTransform || new_flag) - ctx->NewState |= NEW_NORMAL_TRANSFORM; +/** + * Drivers may need this if the hardware tnl unit doesn't support the + * light-in-modelspace optimization. It's also useful for debugging. + */ +void +_mesa_allow_light_in_model( GLcontext *ctx, GLboolean flag ) +{ + ctx->_ForceEyeCoords = !flag; + ctx->NewState |= _NEW_POINT; /* one of the bits from + * _MESA_NEW_NEED_EYE_COORDS. + */ +} + + + +/**********************************************************************/ +/***** Initialization *****/ +/**********************************************************************/ + +/** + * Initialize the n-th light data structure. + * + * \param l pointer to the gl_light structure to be initialized. + * \param n number of the light. + * \note The defaults for light 0 are different than the other lights. + */ +static void +init_light( struct gl_light *l, GLuint n ) +{ + make_empty_list( l ); + + ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 ); + if (n==0) { + ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 ); + ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 ); + } + else { + ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 ); + ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 ); + } + ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 ); + ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 ); + l->SpotExponent = 0.0; + _mesa_invalidate_spot_exp_table( l ); + l->SpotCutoff = 180.0; + l->_CosCutoffNeg = -1.0f; + l->_CosCutoff = 0.0; /* KW: -ve values not admitted */ + l->ConstantAttenuation = 1.0; + l->LinearAttenuation = 0.0; + l->QuadraticAttenuation = 0.0; + l->Enabled = GL_FALSE; +} + + +/** + * Initialize the light model data structure. + * + * \param lm pointer to the gl_lightmodel structure to be initialized. + */ +static void +init_lightmodel( struct gl_lightmodel *lm ) +{ + ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F ); + lm->LocalViewer = GL_FALSE; + lm->TwoSide = GL_FALSE; + lm->ColorControl = GL_SINGLE_COLOR; } + +/** + * Initialize the material data structure. + * + * \param m pointer to the gl_material structure to be initialized. + */ +static void +init_material( struct gl_material *m ) +{ + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); + + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); +} + + +/** + * Initialize all lighting state for the given context. + */ +void +_mesa_init_lighting( GLcontext *ctx ) +{ + GLuint i; + + /* Lighting group */ + for (i = 0; i < MAX_LIGHTS; i++) { + init_light( &ctx->Light.Light[i], i ); + } + make_empty_list( &ctx->Light.EnabledList ); + + init_lightmodel( &ctx->Light.Model ); + init_material( &ctx->Light.Material ); + ctx->Light.ShadeModel = GL_SMOOTH; + ctx->Light.Enabled = GL_FALSE; + ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; + ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE; + ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx, + GL_FRONT_AND_BACK, + GL_AMBIENT_AND_DIFFUSE, ~0, + NULL ); + + ctx->Light.ColorMaterialEnabled = GL_FALSE; + ctx->Light.ClampVertexColor = GL_TRUE; + + /* Lighting miscellaneous */ + ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab ); + make_empty_list( ctx->_ShineTabList ); + /* Allocate 10 (arbitrary) shininess lookup tables */ + for (i = 0 ; i < 10 ; i++) { + struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab ); + s->shininess = -1; + s->refcount = 0; + insert_at_tail( ctx->_ShineTabList, s ); + } + + /* Miscellaneous */ + ctx->Light._NeedEyeCoords = GL_FALSE; + ctx->_NeedEyeCoords = GL_FALSE; + ctx->_ForceEyeCoords = GL_FALSE; + ctx->_ModelViewInvScale = 1.0; +} + + +/** + * Deallocate malloc'd lighting state attached to given context. + */ +void +_mesa_free_lighting_data( GLcontext *ctx ) +{ + struct gl_shine_tab *s, *tmps; + + /* Free lighting shininess exponentiation table */ + foreach_s( s, tmps, ctx->_ShineTabList ) { + _mesa_free( s ); + } + _mesa_free( ctx->_ShineTabList ); +}