static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- /* not sure where the fourth param value goes...*/
+ GLint p = light - GL_LIGHT0;
+ struct gl_light *l = &ctx->Light.Light[p];
+
switch(pname)
{
case GL_AMBIENT:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
-#if 0 /* FIXME, should be easy to do */
case GL_SPOT_DIRECTION:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
- OUT_RING_CACHEf(params[0]);
- OUT_RING_CACHEf(params[1]);
- OUT_RING_CACHEf(params[2]);
+ {
+ GLfloat x,y,z;
+ x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
+ y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
+ z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ }
break;
-#endif
case GL_POSITION:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
-#if 0 /* FIXME, should be easy to do */
case GL_SPOT_EXPONENT:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
- OUT_RING_CACHEf(params[0]);
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
- OUT_RING_CACHEf(params[1]);
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
- OUT_RING_CACHEf(params[2]);
+ {
+ GLfloat c;
+ c = -2.0 * (0.5 + l->_CosCutoff);
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1);
+ OUT_RING_CACHEf(params[0]);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1);
+ OUT_RING_CACHEf(params[1]);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1);
+ OUT_RING_CACHEf(c);
+ }
break;
-#endif
case GL_CONSTANT_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default:
static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLint p = light - GL_LIGHT0;
+ struct gl_light *l = &ctx->Light.Light[p];
+
/* not sure where the fourth param value goes...*/
switch(pname)
{
case GL_AMBIENT:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
- OUT_RING_CACHEf(params[0]);
- OUT_RING_CACHEf(params[1]);
- OUT_RING_CACHEf(params[2]);
+ {
+ GLfloat x,y,z;
+ x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
+ y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
+ z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ }
break;
case GL_POSITION:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_EXPONENT:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
- OUT_RING_CACHEf(params[0]);
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
- OUT_RING_CACHEf(params[1]);
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
- OUT_RING_CACHEf(params[2]);
+ {
+ GLfloat c;
+ c = -2.0 * (0.5 + l->_CosCutoff);
+
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1);
+ OUT_RING_CACHEf(params[0]);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1);
+ OUT_RING_CACHEf(params[1]);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1);
+ OUT_RING_CACHEf(c);
+ }
break;
case GL_CONSTANT_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default:
static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLint p = light - GL_LIGHT0;
+ struct gl_light *l = &ctx->Light.Light[p];
if (NOUVEAU_CARD_USING_SHADERS)
return;
switch(pname)
{
case GL_AMBIENT:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
- OUT_RING_CACHEf(params[0]);
- OUT_RING_CACHEf(params[1]);
- OUT_RING_CACHEf(params[2]);
+ {
+ GLfloat x,y,z;
+ x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
+ y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
+ z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ }
break;
case GL_POSITION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_EXPONENT:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
- OUT_RING_CACHEf(params[0]);
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
- OUT_RING_CACHEf(params[1]);
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
- OUT_RING_CACHEf(params[2]);
+ {
+ GLfloat c;
+ c = -2.0 * (0.5 + l->_CosCutoff);
+
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1);
+ OUT_RING_CACHEf(params[0]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1);
+ OUT_RING_CACHEf(params[1]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1);
+ OUT_RING_CACHEf(c);
+ }
break;
case GL_CONSTANT_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
- BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default: