X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Ftnl%2Ft_vb_light.c;h=f47f99397c9ad29bf59664884f66325f1d25d879;hb=97a1fd158c9acfaa3a8deda7eb5bf0b253e85c15;hp=13ab9a395bae6ca19e922b1a78ec611364c5622e;hpb=184a575a00a7d325454bff8f352ab0f407ff19b1;p=mesa.git diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c index 13ab9a395ba..f47f99397c9 100644 --- a/src/mesa/tnl/t_vb_light.c +++ b/src/mesa/tnl/t_vb_light.c @@ -1,10 +1,8 @@ -/* $Id: t_vb_light.c,v 1.6 2001/01/29 22:10:24 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 6.5 * - * 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"), @@ -26,44 +24,136 @@ -#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 "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 "main/mtypes.h" + +#include "math/m_translate.h" #include "t_context.h" #include "t_pipeline.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, 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 { -#if CHAN_TYPE == GL_UNSIGNED_BYTE - GLvector4ub LitColor[2]; - GLvector4ub LitSecondary[2]; -#elif CHAN_TYPE == GL_UNSIGNED_SHORT - GLvector4us LitColor[2]; - GLvector4us LitSecondary[2]; -#elif CHAN_TYPE == GL_FLOAT + GLvector4f Input; GLvector4f LitColor[2]; GLvector4f LitSecondary[2]; -#endif - GLvector1ui LitIndex[2]; + GLvector4f LitIndex[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->private)) + +#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr)) + + + +/** + * 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(GLcontext *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. + */ + _mesa_validate_all_lighting_tables( ctx ); +} + + +/** + * Prepare things prior to running the lighting stage. + * Return number of material attributes which will track vertex color. + */ +static GLuint +prepare_materials(GLcontext *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->ColorPtr[0]; + } + + /* 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; +} /* Tables for all the shading functions. */ @@ -77,84 +167,88 @@ static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC]; #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) +#define TAG(x) x##_twoside_material +#define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL) #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) -#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( GLcontext *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; + GLuint idx; + + if (!ctx->Light.Enabled || ctx->VertexProgram._Current) + return GL_TRUE; - /* Make sure we can talk about elements 0..2 in the vector we are - * lighting. TODO: Don't repeat this in CVA! + /* Make sure we can talk about position x,y and z: */ - if (input->size <= 2) { - if (input->flags & VEC_NOT_WRITEABLE) { - ASSERT(VB->importable_data & VERT_OBJ); - VB->import_data( ctx, VERT_OBJ, VEC_NOT_WRITEABLE ); - input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; - ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0); + if (input->size <= 2 && input == VB->ObjPtr) { + + _math_trans_4f( store->Input.data, + VB->ObjPtr->data, + VB->ObjPtr->stride, + GL_FLOAT, + VB->ObjPtr->size, + 0, + VB->Count ); + + 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); } - gl_vector4f_clean_elem(input, VB->Count, 2); + input = &store->Input; } - - if (VB->Flag) - ind = LIGHT_FLAGS; - else - ind = 0; + + idx = 0; + + if (prepare_materials( ctx, VB, store )) + idx |= LIGHT_MATERIAL; - /* The individual tabs know about replaying side-effects vs. full - * re-execution. + if (ctx->Light.Model.TwoSide) + idx |= LIGHT_TWOSIDE; + + /* 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 ); + + 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; } @@ -162,158 +256,107 @@ 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( GLcontext *ctx, + struct tnl_pipeline_stage *stage ) { - GLuint ind = 0; - light_func *tab; - + light_func *tab; + + 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 && - ctx->Texture._ReallyEnabled) + if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) tab = _tnl_light_spec_tab; else - tab = _tnl_light_tab; - } + 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; } -/* tab = _tnl_light_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: */ - gl_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( GLcontext *ctx, + struct tnl_pipeline_stage *stage ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct light_stage_data *store; GLuint size = tnl->vb.Size; - stage->private = MALLOC(sizeof(*store)); + stage->privatePtr = MALLOC(sizeof(*store)); store = LIGHT_STAGE_DATA(stage); if (!store) return GL_FALSE; /* Do onetime init. */ - init_lighting(); - -#if CHAN_TYPE == GL_UNSIGNED_BYTE - gl_vector4ub_alloc( &store->LitColor[0], 0, size, 32 ); - gl_vector4ub_alloc( &store->LitColor[1], 0, size, 32 ); - gl_vector4ub_alloc( &store->LitSecondary[0], 0, size, 32 ); - gl_vector4ub_alloc( &store->LitSecondary[1], 0, size, 32 ); -#elif CHAN_TYPE == GL_UNSIGNED_SHORT - gl_vector4us_alloc( &store->LitColor[0], 0, size, 32 ); - gl_vector4us_alloc( &store->LitColor[1], 0, size, 32 ); - gl_vector4us_alloc( &store->LitSecondary[0], 0, size, 32 ); - gl_vector4us_alloc( &store->LitSecondary[1], 0, size, 32 ); -#elif CHAN_TYPE == GL_FLOAT - gl_vector4f_alloc( &store->LitColor[0], 0, size, 32 ); - gl_vector4f_alloc( &store->LitColor[1], 0, size, 32 ); - gl_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 ); - gl_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 ); -#endif - gl_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 ); - gl_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 ); - - /* Now validate the stage derived data... - */ - stage->run = run_validate_lighting; - return stage->run( ctx, stage ); -} + init_lighting_tables(); + + _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 ); + _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; +} -/* - * 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->private) - 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 && - ctx->Texture._ReallyEnabled) - 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) { -#if CHAN_TYPE == GL_UNSIGNED_BYTE - gl_vector4ub_free( &store->LitColor[0] ); - gl_vector4ub_free( &store->LitColor[1] ); - gl_vector4ub_free( &store->LitSecondary[0] ); - gl_vector4ub_free( &store->LitSecondary[1] ); -#elif CHAN_TYPE == GL_UNSIGNED_SHORT - gl_vector4us_free( &store->LitColor[0] ); - gl_vector4us_free( &store->LitColor[1] ); - gl_vector4us_free( &store->LitSecondary[0] ); - gl_vector4us_free( &store->LitSecondary[1] ); -#elif CHAN_TYPE == GL_FLOAT - gl_vector4f_free( &store->LitColor[0] ); - gl_vector4f_free( &store->LitColor[1] ); - gl_vector4f_free( &store->LitSecondary[0] ); - gl_vector4f_free( &store->LitSecondary[1] ); -#endif - gl_vector1ui_free( &store->LitIndex[0] ); - gl_vector1ui_free( &store->LitIndex[1] ); + _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] ); + _mesa_vector4f_free( &store->LitIndex[0] ); + _mesa_vector4f_free( &store->LitIndex[1] ); FREE( store ); - stage->private = 0; + 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 }; -