-/* $Id: ss_vb.c,v 1.13 2001/07/12 22:09:21 keithw Exp $ */
+/* $Id: ss_vb.c,v 1.14 2001/07/17 19:39:32 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "glheader.h"
#include "colormac.h"
#include "macros.h"
+#include "mem.h"
#include "swrast/swrast.h"
-
#include "tnl/t_context.h"
-
#include "math/m_vector.h"
+#include "math/m_translate.h"
+
#include "ss_context.h"
#include "ss_vb.h"
+static void do_import( struct vertex_buffer *VB,
+ struct gl_client_array *to,
+ struct gl_client_array *from )
+{
+ GLuint count = VB->Count;
+
+ if (!to->Ptr) {
+ to->Ptr = ALIGN_MALLOC( VB->Size * 4 * sizeof(GLchan), 32 );
+ to->Type = CHAN_TYPE;
+ }
+
+ /* No need to transform the same value 3000 times.
+ */
+ if (!from->StrideB) {
+ to->StrideB = 0;
+ count = 1;
+ }
+ else
+ to->StrideB = 4 * sizeof(GLchan);
+
+ _math_trans_4chan( (GLchan (*)[4]) to->Ptr,
+ from->Ptr,
+ from->StrideB,
+ from->Type,
+ from->Size,
+ 0,
+ count);
+}
+
+static void import_float_colors( GLcontext *ctx )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct gl_client_array *to = &SWSETUP_CONTEXT(ctx)->ChanColor;
+ do_import( VB, to, VB->ColorPtr[0] );
+ VB->ColorPtr[0] = to;
+}
+
+static void import_float_spec_colors( GLcontext *ctx )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct gl_client_array *to = &SWSETUP_CONTEXT(ctx)->ChanSecondaryColor;
+ do_import( VB, to, VB->SecondaryColorPtr[0] );
+ VB->SecondaryColorPtr[0] = to;
+}
/* Provides a RasterSetup function which prebuilds vertices for the
* Additional setup and interp for back color and edgeflag.
***********************************************************************/
-#define GET_COLOR(ptr, idx) (((GLfloat (*)[4])((ptr)->Ptr))[idx])
+#define GET_COLOR(ptr, idx) (((GLchan (*)[4])((ptr)->Ptr))[idx])
static void interp_extras( GLcontext *ctx,
GLfloat t,
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
if (VB->ColorPtr[1]) {
- INTERP_4F( t,
+ INTERP_4CHAN( t,
GET_COLOR(VB->ColorPtr[1], dst),
GET_COLOR(VB->ColorPtr[1], out),
GET_COLOR(VB->ColorPtr[1], in) );
if (VB->SecondaryColorPtr[1]) {
- INTERP_3F( t,
+ INTERP_3CHAN( t,
GET_COLOR(VB->SecondaryColorPtr[1], dst),
GET_COLOR(VB->SecondaryColorPtr[1], out),
GET_COLOR(VB->SecondaryColorPtr[1], in) );
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
if (VB->ColorPtr[1]) {
- COPY_4FV( GET_COLOR(VB->ColorPtr[1], dst),
- GET_COLOR(VB->ColorPtr[1], src) );
-
+ COPY_CHAN4( GET_COLOR(VB->ColorPtr[1], dst),
+ GET_COLOR(VB->ColorPtr[1], src) );
+
if (VB->SecondaryColorPtr[1]) {
- COPY_4FV( GET_COLOR(VB->SecondaryColorPtr[1], dst),
- GET_COLOR(VB->SecondaryColorPtr[1], src) );
+ COPY_3V( GET_COLOR(VB->SecondaryColorPtr[1], dst),
+ GET_COLOR(VB->SecondaryColorPtr[1], src) );
}
}
else if (VB->IndexPtr[1]) {
copy_pv_tab[SWSETUP_CONTEXT(ctx)->SetupIndex](ctx, dst, src);
}
+
+
+
/***********************************************************************
* Initialization
***********************************************************************/
-/* $Id: t_vb_light.c,v 1.14 2001/04/28 08:39:18 keithw Exp $ */
+/* $Id: t_vb_light.c,v 1.15 2001/07/17 19:39:32 keithw Exp $ */
/*
* Mesa 3-D graphics library
#include "simple_list.h"
#include "mtypes.h"
+#include "math/m_translate.h"
+
#include "t_context.h"
#include "t_pipeline.h"
GLvector4f *input );
struct light_stage_data {
+ struct gl_client_array FloatColor;
struct gl_client_array LitColor[2];
struct gl_client_array LitSecondary[2];
GLvector1ui LitIndex[2];
light_func *light_func_tab;
};
+
#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
+
+static void import_color_material( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct gl_client_array *to = &LIGHT_STAGE_DATA(stage)->FloatColor;
+ struct gl_client_array *from = VB->ColorPtr[0];
+ GLuint count = VB->Count;
+
+ if (!to->Ptr) {
+ to->Ptr = ALIGN_MALLOC( VB->Size * 4 * sizeof(GLfloat), 32 );
+ to->Type = GL_FLOAT;
+ }
+
+ /* No need to transform the same value 3000 times.
+ */
+ if (!from->StrideB) {
+ to->StrideB = 0;
+ count = 1;
+ }
+ else
+ to->StrideB = 4 * sizeof(GLfloat);
+
+ _math_trans_4f( (GLfloat (*)[4]) to->Ptr,
+ from->Ptr,
+ from->StrideB,
+ from->Type,
+ from->Size,
+ 0,
+ count);
+
+ VB->ColorPtr[0] = to;
+}
+
+
/* Tables for all the shading functions.
*/
static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
return stage->run( ctx, stage );
}
-static void alloc_4f( struct gl_client_array *a, GLuint sz )
+static void alloc_4chan( struct gl_client_array *a, GLuint sz )
{
- a->Ptr = ALIGN_MALLOC( sz * sizeof(GLfloat) * 4, 32 );
+ a->Ptr = ALIGN_MALLOC( sz * sizeof(GLchan) * 4, 32 );
a->Size = 4;
- a->Type = GL_FLOAT;
+ a->Type = CHAN_TYPE;
a->Stride = 0;
- a->StrideB = sizeof(GLfloat) * 4;
+ a->StrideB = sizeof(GLchan) * 4;
a->Enabled = 0;
a->Flags = 0;
}
-static void free_4f( struct gl_client_array *a )
-{
- ALIGN_FREE( a->Ptr );
-}
/* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
*/
init_lighting();
- alloc_4f( &store->LitColor[0], size );
- alloc_4f( &store->LitColor[1], size );
- alloc_4f( &store->LitSecondary[0], size );
- alloc_4f( &store->LitSecondary[1], size );
+ store->FloatColor.Ptr = 0;
+
+ alloc_4chan( &store->LitColor[0], size );
+ alloc_4chan( &store->LitColor[1], size );
+ alloc_4chan( &store->LitSecondary[0], size );
+ alloc_4chan( &store->LitSecondary[1], size );
_mesa_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 );
_mesa_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 );
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
if (store) {
- free_4f( &store->LitColor[0] );
- free_4f( &store->LitColor[1] );
- free_4f( &store->LitSecondary[0] );
- free_4f( &store->LitSecondary[1] );
+ ALIGN_FREE( store->LitColor[0].Ptr );
+ ALIGN_FREE( store->LitColor[1].Ptr );
+ ALIGN_FREE( store->LitSecondary[0].Ptr );
+ ALIGN_FREE( store->LitSecondary[1].Ptr );
+
+ if (store->FloatColor.Ptr)
+ ALIGN_FREE( store->FloatColor.Ptr );
+
_mesa_vector1ui_free( &store->LitIndex[0] );
_mesa_vector1ui_free( &store->LitIndex[1] );
FREE( store );
-/* $Id: t_vb_lighttmp.h,v 1.12 2001/04/28 08:39:18 keithw Exp $ */
+/* $Id: t_vb_lighttmp.h,v 1.13 2001/07/17 19:39:32 keithw Exp $ */
/*
* Mesa 3-D graphics library
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLfloat (*base)[3] = ctx->Light._BaseColor;
- const GLfloat *sumA = ctx->Light._BaseAlpha;
+ GLchan sumA[2];
GLuint j;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
- GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].Ptr;
- GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].Ptr;
- GLfloat (*spec[2])[4];
+ GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
+ GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
+ GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].Ptr;
+ GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].Ptr;
+ GLchan (*spec[2])[4];
GLuint nr = VB->Count;
GLuint *flags = VB->Flag;
(void) vstride;
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light._BaseAlpha[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light._BaseAlpha[1]);
+
/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
spec[0] = Fspec;
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ import_color_material( ctx, stage );
CMcolor = (GLfloat *) VB->ColorPtr[0]->Ptr;
CMstride = VB->ColorPtr[0]->StrideB;
j<nr ;
j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE)
{
+ GLfloat sum[2][3], spec[2][3];
struct gl_light *light;
if ( CHECK_COLOR_MATERIAL(j) )
if ( CHECK_VALIDATE(j) )
_mesa_validate_all_lighting_tables( ctx );
- COPY_3V(Fcolor[j], base[0]);
- Fcolor[j][3] = sumA[0];
- ZERO_3V(Fspec[j]);
+ COPY_3V(sum[0], base[0]);
+ ZERO_3V(spec[0]);
if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(Bcolor[j], base[1]);
- Bcolor[j][3] = sumA[1];
- ZERO_3V(Bspec[j]);
+ COPY_3V(sum[1], base[1]);
+ ZERO_3V(spec[1]);
}
/* Add contribution from each enabled light source */
/* Which side gets the diffuse & specular terms? */
if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(Fcolor[j], attenuation, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
if (!(IDX & LIGHT_TWOSIDE)) {
continue;
}
- /* diffuse term */
- COPY_3V(contrib, light->_MatAmbient[1]);
- ACC_SCALE_SCALAR_3V(contrib, -n_dot_VP, light->_MatDiffuse[1]);
- ACC_SCALE_SCALAR_3V(Bcolor[j], attenuation, contrib );
- correction = -1;
side = 1;
+ correction = -1;
+ n_dot_VP = -n_dot_VP;
}
else {
if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V( Bcolor[j], attenuation,
- light->_MatAmbient[1]);
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
}
- /* diffuse term */
- COPY_3V(contrib, light->_MatAmbient[0]);
- ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[0]);
- ACC_SCALE_SCALAR_3V(Fcolor[j], attenuation, contrib );
- correction = 1;
side = 0;
+ correction = 1;
}
+ /* diffuse term */
+ COPY_3V(contrib, light->_MatAmbient[side]);
+ ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
+ ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
+
/* specular term - cannibalize VP... */
if (ctx->Light.Model.LocalViewer) {
GLfloat v[3];
if (spec_coef > 1.0e-10) {
spec_coef *= attenuation;
- ACC_SCALE_SCALAR_3V( spec[side][j], spec_coef,
+ ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
light->_MatSpecular[side]);
}
}
} /*loop over lights*/
+
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Fspec[j], spec[0] );
+ Fcolor[j][3] = sumA[0];
+
+ if (IDX & LIGHT_TWOSIDE) {
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Bspec[j], spec[1] );
+ Bcolor[j][3] = sumA[1];
+ }
}
}
GLuint j;
GLfloat (*base)[3] = ctx->Light._BaseColor;
- const GLfloat *sumA = ctx->Light._BaseAlpha;
+ GLchan sumA[2];
GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *) input->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
- GLfloat (*color[2])[4];
+ GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
+ GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
+ GLchan (*color[2])[4];
GLuint *flags = VB->Flag;
struct gl_material (*new_material)[2] = VB->Material;
color[0] = Fcolor;
color[1] = Bcolor;
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light._BaseAlpha[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light._BaseAlpha[1]);
+
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
CMstride = VB->ColorPtr[0]->StrideB;
j<nr ;
j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE)
{
+ GLfloat sum[2][3];
struct gl_light *light;
if ( CHECK_COLOR_MATERIAL(j) )
if ( CHECK_VALIDATE(j) )
_mesa_validate_all_lighting_tables( ctx );
- COPY_3V(Fcolor[j], base[0]);
- Fcolor[j][3] = sumA[0];
-
- if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(Bcolor[j], base[1]);
- Bcolor[j][3] = sumA[1];
- }
+ COPY_3V(sum[0], base[0]);
+ if ( IDX & LIGHT_TWOSIDE )
+ COPY_3V(sum[1], base[1]);
/* Add contribution from each enabled light source */
foreach (light, &ctx->Light.EnabledList) {
/* which side are we lighting? */
if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(Fcolor[j], attenuation, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
if (!(IDX & LIGHT_TWOSIDE))
continue;
}
else {
if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V(Bcolor[j], attenuation,
- light->_MatAmbient[1]);
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
}
side = 0;
correction = 1;
light->_MatSpecular[side]);
}
}
-
-
- ACC_SCALE_SCALAR_3V( color[side][j], attenuation, contrib );
+
+ ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
+ }
+
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
+ Fcolor[j][3] = sumA[0];
+
+ if (IDX & LIGHT_TWOSIDE) {
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
}
}
}
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
+ GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
+ GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
struct gl_light *light = ctx->Light.EnabledList.next;
GLuint *flags = VB->Flag;
+ GLchan basechan[2][4];
GLuint j = 0;
struct gl_material (*new_material)[2] = VB->Material;
GLuint *new_material_mask = VB->MaterialMask;
- GLfloat base[2][4];
+ GLfloat base[2][3];
GLuint nr = VB->Count;
/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
CMstride = VB->ColorPtr[0]->StrideB;
_mesa_validate_all_lighting_tables( ctx );
+ /* No attenuation, so incoporate _MatAmbient into base color.
+ */
COPY_3V(base[0], light->_MatAmbient[0]);
ACC_3V(base[0], ctx->Light._BaseColor[0] );
- base[0][3] = ctx->Light._BaseAlpha[0];
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] );
+ UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3], ctx->Light._BaseAlpha[0]);
if (IDX & LIGHT_TWOSIDE) {
COPY_3V(base[1], light->_MatAmbient[1]);
ACC_3V(base[1], ctx->Light._BaseColor[1]);
- base[1][3] = ctx->Light._BaseAlpha[1];
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3], ctx->Light._BaseAlpha[1]);
}
do {
- GLfloat n_dot_VP;
+ GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm);
- COPY_4FV(Fcolor[j], base[0]);
- if (IDX & LIGHT_TWOSIDE) COPY_4FV(Bcolor[j], base[1]);
- n_dot_VP = DOT3(normal, light->_VP_inf_norm);
-
- if (n_dot_VP > 0.0F) {
+ if (n_dot_VP < 0.0F) {
+ if (IDX & LIGHT_TWOSIDE) {
+ GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
+ GLfloat sum[3];
+ COPY_3V(sum, base[1]);
+ ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
+ if (n_dot_h > 0.0F) {
+ GLfloat spec;
+ GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
+ ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
+ }
+ UNCLAMPED_FLOAT_TO_RGB_CHAN(Bcolor[j], sum );
+ }
+ COPY_CHAN4(Fcolor[j], basechan[0]);
+ } else {
GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
- ACC_SCALE_SCALAR_3V(Fcolor[j], n_dot_VP, light->_MatDiffuse[0]);
+ GLfloat sum[3];
+ COPY_3V(sum, base[0]);
+ ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
if (n_dot_h > 0.0F) {
GLfloat spec;
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( Fcolor[j], spec, light->_MatSpecular[0]);
- }
- }
- else if (IDX & LIGHT_TWOSIDE) {
- GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
- ACC_SCALE_SCALAR_3V(Bcolor[j], -n_dot_VP, light->_MatDiffuse[1]);
- if (n_dot_h > 0.0F) {
- GLfloat spec;
- GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( Bcolor[j], spec, light->_MatSpecular[1]);
+ ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
+
}
+ UNCLAMPED_FLOAT_TO_RGB_CHAN(Fcolor[j], sum );
+ if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], basechan[1]);
}
j++;
for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal,NSTRIDE))
{
- COPY_4FV(Fcolor[j], Fcolor[j-1]);
+ COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
if (IDX & LIGHT_TWOSIDE)
- COPY_4FV(Bcolor[j], Bcolor[j-1]);
+ COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
}
} while (!CHECK_END_VB(j));
GLvector4f *input )
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- const GLfloat *sumA = ctx->Light._BaseAlpha;
+ GLchan sumA[2];
GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
GLfloat *CMcolor;
GLuint CMstride;
- GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].Ptr;
- GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].Ptr;
+ GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr;
+ GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
GLuint *flags = VB->Flag;
GLuint j = 0;
struct gl_material (*new_material)[2] = VB->Material;
(void) nr;
(void) nstride;
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light._BaseAlpha[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light._BaseAlpha[1]);
+
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
CMstride = VB->ColorPtr[0]->StrideB;
do {
do {
+ GLfloat sum[2][3];
+
if ( CHECK_COLOR_MATERIAL(j) )
_mesa_update_color_material( ctx, CMcolor );
_mesa_validate_all_lighting_tables( ctx );
- COPY_3V(Fcolor[j], ctx->Light._BaseColor[0]);
- Fcolor[j][3] = sumA[0];
-
- if (IDX & LIGHT_TWOSIDE) {
- COPY_3V(Bcolor[j], ctx->Light._BaseColor[1]);
- Bcolor[j][3] = sumA[1];
- }
+ COPY_3V(sum[0], ctx->Light._BaseColor[0]);
+ if (IDX & LIGHT_TWOSIDE)
+ COPY_3V(sum[1], ctx->Light._BaseColor[1]);
foreach (light, &ctx->Light.EnabledList) {
GLfloat n_dot_h, n_dot_VP, spec;
- ACC_3V(Fcolor[j], light->_MatAmbient[0]);
+ ACC_3V(sum[0], light->_MatAmbient[0]);
if (IDX & LIGHT_TWOSIDE)
- ACC_3V(Bcolor[j], light->_MatAmbient[1]);
+ ACC_3V(sum[1], light->_MatAmbient[1]);
n_dot_VP = DOT3(normal, light->_VP_inf_norm);
if (n_dot_VP > 0.0F) {
- ACC_SCALE_SCALAR_3V(Fcolor[j], n_dot_VP, light->_MatDiffuse[0]);
+ ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
n_dot_h = DOT3(normal, light->_h_inf_norm);
if (n_dot_h > 0.0F) {
struct gl_shine_tab *tab = ctx->_ShineTable[0];
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( Fcolor[j], spec,
+ ACC_SCALE_SCALAR_3V( sum[0], spec,
light->_MatSpecular[0]);
}
}
else if (IDX & LIGHT_TWOSIDE) {
- ACC_SCALE_SCALAR_3V(Bcolor[j], -n_dot_VP, light->_MatDiffuse[1]);
+ ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
n_dot_h = -DOT3(normal, light->_h_inf_norm);
if (n_dot_h > 0.0F) {
struct gl_shine_tab *tab = ctx->_ShineTable[1];
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( Bcolor[j], spec,
+ ACC_SCALE_SCALAR_3V( sum[1], spec,
light->_MatSpecular[1]);
}
}
}
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
+ Fcolor[j][3] = sumA[0];
+
+ if (IDX & LIGHT_TWOSIDE) {
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
+ }
+
j++;
CMSTRIDE;
STRIDE_F(normal, NSTRIDE);
*/
for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal, NSTRIDE))
{
- COPY_4FV(Fcolor[j], Fcolor[j-1]);
+ COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
if (IDX & LIGHT_TWOSIDE)
- COPY_4FV(Bcolor[j], Bcolor[j-1]);
+ COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
}
} while (!CHECK_END_VB(j));
if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT)
- VB->import_data( ctx, VERT_RGBA, ~0 );
+ import_color_material( ctx, stage );
CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr;
CMstride = VB->ColorPtr[0]->StrideB;