X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Ftnl%2Ft_vb_light.c;h=cd0a5544c9399d3796a5ff15217766ce570a3ca5;hb=e5339fe4a47c242693962c9f90bbab8b74935cba;hp=f47f99397c9ad29bf59664884f66325f1d25d879;hpb=916de35d677ca5238e9515840fa5aa9f81302c5b;p=mesa.git diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c index f47f99397c9..cd0a5544c93 100644 --- a/src/mesa/tnl/t_vb_light.c +++ b/src/mesa/tnl/t_vb_light.c @@ -1,6 +1,5 @@ /* * Mesa 3-D graphics library - * Version: 6.5 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * @@ -17,31 +16,34 @@ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. */ - +#include "c99_math.h" #include "main/glheader.h" -#include "main/colormac.h" #include "main/light.h" #include "main/macros.h" -#include "main/imports.h" -#include "main/simple_list.h" +#include "util/imports.h" +#include "util/simple_list.h" #include "main/mtypes.h" #include "math/m_translate.h" +#include "util/bitscan.h" + #include "t_context.h" #include "t_pipeline.h" +#include "tnl.h" #define LIGHT_TWOSIDE 0x1 #define LIGHT_MATERIAL 0x2 #define MAX_LIGHT_FUNC 0x4 -typedef void (*light_func)( GLcontext *ctx, +typedef void (*light_func)( struct gl_context *ctx, struct vertex_buffer *VB, struct tnl_pipeline_stage *stage, GLvector4f *input ); @@ -64,7 +66,6 @@ struct light_stage_data { GLvector4f Input; GLvector4f LitColor[2]; GLvector4f LitSecondary[2]; - GLvector4f LitIndex[2]; light_func *light_func_tab; struct material_cursor mat[MAT_ATTRIB_MAX]; @@ -77,6 +78,114 @@ struct light_stage_data { +/**********************************************************************/ +/***** Lighting computation *****/ +/**********************************************************************/ + + +/* + * Notes: + * When two-sided lighting is enabled we compute the color (or index) + * for both the front and back side of the primitive. Then, when the + * 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 + * the side or sides which are actually required. + * + * Variables: + * n = normal vector + * V = vertex position + * P = light source position + * Pe = (0,0,0,1) + * + * Precomputed: + * IF P[3]==0 THEN + * // light at infinity + * IF local_viewer THEN + * _VP_inf_norm = unit vector from V to P // Precompute + * ELSE + * // eye at infinity + * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute + * ENDIF + * ENDIF + * + * Functions: + * Normalize( v ) = normalized vector v + * Magnitude( v ) = length of vector v + */ + + + +static void +validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct tnl_shine_tab *list = tnl->_ShineTabList; + struct tnl_shine_tab *s; + + assert(side < 2); + + foreach(s, list) + if ( s->shininess == shininess ) + break; + + if (s == list) { + GLint j; + GLfloat *m; + + foreach(s, list) + if (s->refcount == 0) + break; + + m = s->tab; + m[0] = 0.0F; + if (shininess == 0.0F) { + for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++) + m[j] = 1.0F; + } + else { + for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) { + GLfloat t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1); + if (x < 0.005F) /* underflow check */ + x = 0.005F; + t = powf(x, shininess); + if (t > 1e-20F) + m[j] = t; + else + m[j] = 0.0F; + } + m[SHINE_TABLE_SIZE] = 1.0F; + } + + s->shininess = shininess; + } + + if (tnl->_ShineTable[side]) + tnl->_ShineTable[side]->refcount--; + + tnl->_ShineTable[side] = s; + move_to_tail( list, s ); + s->refcount++; +} + + +void +_tnl_validate_shine_tables( struct gl_context *ctx ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + GLfloat shininess; + + shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; + if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess) + validate_shine_table( ctx, 0, shininess ); + + shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; + if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess) + validate_shine_table( ctx, 1, shininess ); +} + + /** * In the case of colormaterial, the effected material attributes * should already have been bound to point to the incoming color data, @@ -86,7 +195,7 @@ struct light_stage_data { * It's called per-vertex in the lighting loop. */ static void -update_materials(GLcontext *ctx, struct light_stage_data *store) +update_materials(struct gl_context *ctx, struct light_stage_data *store) { GLuint i; @@ -102,7 +211,7 @@ update_materials(GLcontext *ctx, struct light_stage_data *store) /* XXX we should only call this if we're tracking/changing the specular * exponent. */ - _mesa_validate_all_lighting_tables( ctx ); + _tnl_validate_shine_tables( ctx ); } @@ -111,7 +220,7 @@ update_materials(GLcontext *ctx, struct light_stage_data *store) * Return number of material attributes which will track vertex color. */ static GLuint -prepare_materials(GLcontext *ctx, +prepare_materials(struct gl_context *ctx, struct vertex_buffer *VB, struct light_stage_data *store) { GLuint i; @@ -119,15 +228,17 @@ prepare_materials(GLcontext *ctx, store->mat_count = 0; store->mat_bitmask = 0; - /* Examine the ColorMaterialBitmask to determine which materials + /* Examine the _ColorMaterialBitmask to determine which materials * track vertex color. Override the material attribute's pointer * with the color pointer for each one. */ if (ctx->Light.ColorMaterialEnabled) { - const GLuint bitmask = ctx->Light.ColorMaterialBitmask; - for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) - if (bitmask & (1<AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->ColorPtr[0]; + GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; + while (bitmask) { + const int i = u_bit_scan(&bitmask); + VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = + VB->AttribPtr[_TNL_ATTRIB_COLOR0]; + } } /* Now, for each material attribute that's tracking vertex color, save @@ -150,18 +261,38 @@ prepare_materials(GLcontext *ctx, /* FIXME: Is this already done? */ _mesa_update_material( ctx, ~0 ); - _mesa_validate_all_lighting_tables( ctx ); + + _tnl_validate_shine_tables( ctx ); return store->mat_count; } +/* + * Compute dp ^ SpecularExponent. + * Lerp between adjacent values in the f(x) lookup table, giving a + * continuous function, with adequate overall accuracy. (Though still + * pretty good compared to a straight lookup). + */ +static inline GLfloat +lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + const struct tnl_shine_tab *tab = tnl->_ShineTable[face]; + float f = dp * (SHINE_TABLE_SIZE - 1); + int k = (int) f; + if (k < 0 /* gcc may cast an overflow float value to negative int value */ + || k > SHINE_TABLE_SIZE - 2) + return powf(dp, tab->shininess); + else + return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]); +} + /* Tables for all the shading functions. */ static light_func _tnl_light_tab[MAX_LIGHT_FUNC]; static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC]; static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC]; static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC]; -static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC]; #define TAG(x) x #define IDX (0) @@ -194,13 +325,13 @@ static void init_lighting_tables( void ) } -static GLboolean run_lighting( GLcontext *ctx, +static GLboolean run_lighting( struct gl_context *ctx, struct tnl_pipeline_stage *stage ) { struct light_stage_data *store = LIGHT_STAGE_DATA(stage); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; - GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; + GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS]; GLuint idx; if (!ctx->Light.Enabled || ctx->VertexProgram._Current) @@ -208,13 +339,13 @@ static GLboolean run_lighting( GLcontext *ctx, /* Make sure we can talk about position x,y and z: */ - if (input->size <= 2 && input == VB->ObjPtr) { + if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) { _math_trans_4f( store->Input.data, - VB->ObjPtr->data, - VB->ObjPtr->stride, + VB->AttribPtr[_TNL_ATTRIB_POS]->data, + VB->AttribPtr[_TNL_ATTRIB_POS]->stride, GL_FLOAT, - VB->ObjPtr->size, + VB->AttribPtr[_TNL_ATTRIB_POS]->size, 0, VB->Count ); @@ -246,17 +377,13 @@ static GLboolean run_lighting( GLcontext *ctx, */ store->light_func_tab[idx]( ctx, VB, stage, input ); - VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0]; - VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0]; - VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX] = VB->IndexPtr[0]; - return GL_TRUE; } /* Called in place of do_lighting when the light table may have changed. */ -static void validate_lighting( GLcontext *ctx, +static void validate_lighting( struct gl_context *ctx, struct tnl_pipeline_stage *stage ) { light_func *tab; @@ -264,22 +391,19 @@ static void validate_lighting( GLcontext *ctx, if (!ctx->Light.Enabled || ctx->VertexProgram._Current) return; - if (ctx->Visual.rgbMode) { - if (ctx->Light._NeedVertices) { - if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) - tab = _tnl_light_spec_tab; - else - tab = _tnl_light_tab; - } - else { - if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) - tab = _tnl_light_fast_single_tab; - else - tab = _tnl_light_fast_tab; - } + if (ctx->Light._NeedVertices) { + if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) + tab = _tnl_light_spec_tab; + else + tab = _tnl_light_tab; + } + else { + /* Power of two means only a single active light. */ + if (_mesa_is_pow_two(ctx->Light._EnabledLights)) + tab = _tnl_light_fast_single_tab; + else + tab = _tnl_light_fast_tab; } - else - tab = _tnl_light_ci_tab; LIGHT_STAGE_DATA(stage)->light_func_tab = tab; @@ -294,14 +418,14 @@ static void validate_lighting( GLcontext *ctx, /* Called the first time stage->run is called. In effect, don't * allocate data until the first time the stage is run. */ -static GLboolean init_lighting( GLcontext *ctx, +static GLboolean init_lighting( struct gl_context *ctx, struct tnl_pipeline_stage *stage ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct light_stage_data *store; GLuint size = tnl->vb.Size; - stage->privatePtr = MALLOC(sizeof(*store)); + stage->privatePtr = malloc(sizeof(*store)); store = LIGHT_STAGE_DATA(stage); if (!store) return GL_FALSE; @@ -315,19 +439,12 @@ static GLboolean init_lighting( GLcontext *ctx, _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 ); _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 ); _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 ); - _mesa_vector4f_alloc( &store->LitIndex[0], 0, size, 32 ); - _mesa_vector4f_alloc( &store->LitIndex[1], 0, size, 32 ); store->LitColor[0].size = 4; store->LitColor[1].size = 4; store->LitSecondary[0].size = 3; store->LitSecondary[1].size = 3; - store->LitIndex[0].size = 1; - store->LitIndex[0].stride = sizeof(GLfloat); - store->LitIndex[1].size = 1; - store->LitIndex[1].stride = sizeof(GLfloat); - return GL_TRUE; } @@ -344,9 +461,7 @@ static void dtr( struct tnl_pipeline_stage *stage ) _mesa_vector4f_free( &store->LitColor[1] ); _mesa_vector4f_free( &store->LitSecondary[0] ); _mesa_vector4f_free( &store->LitSecondary[1] ); - _mesa_vector4f_free( &store->LitIndex[0] ); - _mesa_vector4f_free( &store->LitIndex[1] ); - FREE( store ); + free( store ); stage->privatePtr = NULL; } }