X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Ftnl%2Ft_vb_light.c;h=d4c83189c2445b13303070e6580c386ef5c305ad;hb=9a3fcb010c8ecbcbae0b7b299b64165051b03b85;hp=d7d1d26ca44efd534c30514bf841dc9198dd3528;hpb=b51b0a847d7e7daaea69f77ab569086ef81c24a2;p=mesa.git diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c index d7d1d26ca44..4342b6ed465 100644 --- a/src/mesa/tnl/t_vb_light.c +++ b/src/mesa/tnl/t_vb_light.c @@ -1,10 +1,7 @@ -/* $Id: t_vb_light.c,v 1.11 2001/03/07 05:06:13 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2006 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"), @@ -19,138 +16,364 @@ * 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/light.h" +#include "main/macros.h" +#include "main/imports.h" +#include "util/simple_list.h" +#include "main/mtypes.h" + +#include "math/m_translate.h" -#include "glheader.h" -#include "colormac.h" -#include "light.h" -#include "macros.h" -#include "mem.h" -#include "mmath.h" -#include "simple_list.h" -#include "mtypes.h" +#include "util/bitscan.h" #include "t_context.h" #include "t_pipeline.h" +#include "tnl.h" -#define LIGHT_FLAGS 0x1 /* must be first */ -#define LIGHT_TWOSIDE 0x2 -#define LIGHT_COLORMATERIAL 0x4 -#define MAX_LIGHT_FUNC 0x8 +#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 gl_pipeline_stage *stage, + struct tnl_pipeline_stage *stage, GLvector4f *input ); +/** + * Information for updating current material attributes from vertex color, + * for GL_COLOR_MATERIAL. + */ +struct material_cursor { + const GLfloat *ptr; /* points to src vertex color (in VB array) */ + GLuint stride; /* stride to next vertex color (bytes) */ + GLfloat *current; /* points to material attribute to update */ + GLuint size; /* vertex/color size: 1, 2, 3 or 4 */ +}; + +/** + * Data private to this pipeline stage. + */ struct light_stage_data { - GLvector4chan LitColor[2]; - GLvector4chan LitSecondary[2]; - GLvector1ui LitIndex[2]; + GLvector4f Input; + GLvector4f LitColor[2]; + GLvector4f LitSecondary[2]; light_func *light_func_tab; + + struct material_cursor mat[MAT_ATTRIB_MAX]; + GLuint mat_count; + GLuint mat_bitmask; }; + #define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr)) + + +/**********************************************************************/ +/***** 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, + * prior to running the pipeline. + * This function copies the vertex's color to the material attributes + * which are tracking glColor. + * It's called per-vertex in the lighting loop. + */ +static void +update_materials(struct gl_context *ctx, struct light_stage_data *store) +{ + GLuint i; + + for (i = 0 ; i < store->mat_count ; i++) { + /* update the material */ + COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr); + /* increment src vertex color pointer */ + STRIDE_F(store->mat[i].ptr, store->mat[i].stride); + } + + /* recompute derived light/material values */ + _mesa_update_material( ctx, store->mat_bitmask ); + /* XXX we should only call this if we're tracking/changing the specular + * exponent. + */ + _tnl_validate_shine_tables( ctx ); +} + + +/** + * Prepare things prior to running the lighting stage. + * Return number of material attributes which will track vertex color. + */ +static GLuint +prepare_materials(struct gl_context *ctx, + struct vertex_buffer *VB, struct light_stage_data *store) +{ + GLuint i; + + store->mat_count = 0; + store->mat_bitmask = 0; + + /* 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->AttribPtr[_TNL_ATTRIB_COLOR0]; + } + + /* Now, for each material attribute that's tracking vertex color, save + * some values (ptr, stride, size, current) that we'll need in + * update_materials(), above, that'll actually copy the vertex color to + * the material attribute(s). + */ + for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) { + if (VB->AttribPtr[i]->stride) { + const GLuint j = store->mat_count++; + const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT; + store->mat[j].ptr = VB->AttribPtr[i]->start; + store->mat[j].stride = VB->AttribPtr[i]->stride; + store->mat[j].size = VB->AttribPtr[i]->size; + store->mat[j].current = ctx->Light.Material.Attrib[attr]; + store->mat_bitmask |= (1<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) #include "t_vb_lighttmp.h" -#define TAG(x) x##_tw +#define TAG(x) x##_twoside #define IDX (LIGHT_TWOSIDE) #include "t_vb_lighttmp.h" -#define TAG(x) x##_fl -#define IDX (LIGHT_FLAGS) +#define TAG(x) x##_material +#define IDX (LIGHT_MATERIAL) #include "t_vb_lighttmp.h" -#define TAG(x) x##_tw_fl -#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE) -#include "t_vb_lighttmp.h" - -#define TAG(x) x##_cm -#define IDX (LIGHT_COLORMATERIAL) -#include "t_vb_lighttmp.h" - -#define TAG(x) x##_tw_cm -#define IDX (LIGHT_TWOSIDE|LIGHT_COLORMATERIAL) -#include "t_vb_lighttmp.h" - -#define TAG(x) x##_fl_cm -#define IDX (LIGHT_FLAGS|LIGHT_COLORMATERIAL) -#include "t_vb_lighttmp.h" - -#define TAG(x) x##_tw_fl_cm -#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE|LIGHT_COLORMATERIAL) +#define TAG(x) x##_twoside_material +#define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL) #include "t_vb_lighttmp.h" -static void init_lighting( void ) +static void init_lighting_tables( void ) { static int done; if (!done) { init_light_tab(); - init_light_tab_tw(); - init_light_tab_fl(); - init_light_tab_tw_fl(); - init_light_tab_cm(); - init_light_tab_tw_cm(); - init_light_tab_fl_cm(); - init_light_tab_tw_fl_cm(); + init_light_tab_twoside(); + init_light_tab_material(); + init_light_tab_twoside_material(); done = 1; } } -static GLboolean run_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage ) +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; - GLuint ind; + GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS]; + GLuint idx; - /* Make sure we can talk about elements 0..2 in the vector we are - * lighting. - */ - if (stage->changed_inputs & (VERT_EYE|VERT_OBJ)) { - if (input->size <= 2) { - if (input->flags & VEC_NOT_WRITEABLE) { - ASSERT(VB->importable_data & VERT_OBJ); + if (!ctx->Light.Enabled || ctx->VertexProgram._Current) + return GL_TRUE; - VB->import_data( ctx, VERT_OBJ, VEC_NOT_WRITEABLE ); - input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; + /* Make sure we can talk about position x,y and z: + */ + if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) { - ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0); - } + _math_trans_4f( store->Input.data, + VB->AttribPtr[_TNL_ATTRIB_POS]->data, + VB->AttribPtr[_TNL_ATTRIB_POS]->stride, + GL_FLOAT, + VB->AttribPtr[_TNL_ATTRIB_POS]->size, + 0, + VB->Count ); - _mesa_vector4f_clean_elem(input, VB->Count, 2); + if (input->size <= 2) { + /* Clean z. + */ + _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2); + } + + if (input->size <= 1) { + /* Clean y. + */ + _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1); } + + input = &store->Input; } - - if (VB->Flag) - ind = LIGHT_FLAGS; - else - ind = 0; + + idx = 0; + + if (prepare_materials( ctx, VB, store )) + idx |= LIGHT_MATERIAL; + + if (ctx->Light.Model.TwoSide) + idx |= LIGHT_TWOSIDE; - /* The individual tabs know about replaying side-effects vs. full - * re-execution. + /* The individual functions know about replaying side-effects + * vs. full re-execution. */ - store->light_func_tab[ind]( ctx, VB, stage, input ); + store->light_func_tab[idx]( ctx, VB, stage, input ); return GL_TRUE; } @@ -158,131 +381,95 @@ static GLboolean run_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage ) /* Called in place of do_lighting when the light table may have changed. */ -static GLboolean run_validate_lighting( GLcontext *ctx, - struct gl_pipeline_stage *stage ) +static void validate_lighting( struct gl_context *ctx, + struct tnl_pipeline_stage *stage ) { - GLuint ind = 0; - light_func *tab; - - 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; - } + light_func *tab; + + if (!ctx->Light.Enabled || ctx->VertexProgram._Current) + return; + + 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; - if (ctx->Light.ColorMaterialEnabled) - ind |= LIGHT_COLORMATERIAL; - - if (ctx->Light.Model.TwoSide) - ind |= LIGHT_TWOSIDE; - LIGHT_STAGE_DATA(stage)->light_func_tab = &tab[ind]; + LIGHT_STAGE_DATA(stage)->light_func_tab = tab; /* This and the above should only be done on _NEW_LIGHT: */ - _mesa_validate_all_lighting_tables( ctx ); - - /* Now run the stage... - */ - stage->run = run_lighting; - return stage->run( ctx, stage ); + TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( 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 run_init_lighting( GLcontext *ctx, - struct gl_pipeline_stage *stage ) +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; /* Do onetime init. */ - init_lighting(); + init_lighting_tables(); - _mesa_vector4chan_alloc( &store->LitColor[0], 0, size, 32 ); - _mesa_vector4chan_alloc( &store->LitColor[1], 0, size, 32 ); - _mesa_vector4chan_alloc( &store->LitSecondary[0], 0, size, 32 ); - _mesa_vector4chan_alloc( &store->LitSecondary[1], 0, size, 32 ); - _mesa_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 ); - _mesa_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 ); + _mesa_vector4f_alloc( &store->Input, 0, size, 32 ); + _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 ); + _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 ); - /* Now validate the stage derived data... - */ - stage->run = run_validate_lighting; - return stage->run( ctx, stage ); + store->LitColor[0].size = 4; + store->LitColor[1].size = 4; + store->LitSecondary[0].size = 3; + store->LitSecondary[1].size = 3; + + return GL_TRUE; } -/* - * Check if lighting is enabled. If so, configure the pipeline stage's - * type, inputs, and outputs. - */ -static void check_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage ) -{ - stage->active = ctx->Light.Enabled; - if (stage->active) { - if (stage->privatePtr) - stage->run = run_validate_lighting; - stage->inputs = VERT_NORM|VERT_MATERIAL; - if (ctx->Light._NeedVertices) - stage->inputs |= VERT_EYE; /* effectively, even when lighting in obj */ - if (ctx->Light.ColorMaterialEnabled) - stage->inputs |= VERT_RGBA; - - stage->outputs = VERT_RGBA; - if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) - stage->outputs |= VERT_SPEC_RGB; - } -} - -static void dtr( struct gl_pipeline_stage *stage ) +static void dtr( struct tnl_pipeline_stage *stage ) { struct light_stage_data *store = LIGHT_STAGE_DATA(stage); if (store) { - _mesa_vector4chan_free( &store->LitColor[0] ); - _mesa_vector4chan_free( &store->LitColor[1] ); - _mesa_vector4chan_free( &store->LitSecondary[0] ); - _mesa_vector4chan_free( &store->LitSecondary[1] ); - _mesa_vector1ui_free( &store->LitIndex[0] ); - _mesa_vector1ui_free( &store->LitIndex[1] ); - FREE( store ); - stage->privatePtr = 0; + _mesa_vector4f_free( &store->Input ); + _mesa_vector4f_free( &store->LitColor[0] ); + _mesa_vector4f_free( &store->LitColor[1] ); + _mesa_vector4f_free( &store->LitSecondary[0] ); + _mesa_vector4f_free( &store->LitSecondary[1] ); + free( store ); + stage->privatePtr = NULL; } } -const struct gl_pipeline_stage _tnl_lighting_stage = -{ - "lighting", - _NEW_LIGHT, /* recheck */ - _NEW_LIGHT|_NEW_MODELVIEW, /* recalc -- modelview dependency - * otherwise not captured by inputs - * (which may be VERT_OBJ) */ - 0,0,0, /* active, inputs, outputs */ - 0,0, /* changed_inputs, private_data */ +const struct tnl_pipeline_stage _tnl_lighting_stage = +{ + "lighting", /* name */ + NULL, /* private_data */ + init_lighting, dtr, /* destroy */ - check_lighting, /* check */ - run_init_lighting /* run -- initially set to ctr */ + validate_lighting, + run_lighting }; -