mesa: rename some gl_light fields to be clearer
authorBrian Paul <brianp@vmware.com>
Fri, 3 Apr 2009 16:08:20 +0000 (10:08 -0600)
committerBrian Paul <brianp@vmware.com>
Fri, 3 Apr 2009 16:09:28 +0000 (10:09 -0600)
EyeDirection -> SpotDirection
_NormDirection -> _NormSpotDirection

src/mesa/drivers/dri/r200/r200_state.c
src/mesa/drivers/dri/radeon/radeon_lighting.c
src/mesa/drivers/dri/radeon/radeon_state.c
src/mesa/main/attrib.c
src/mesa/main/light.c
src/mesa/main/mtypes.h
src/mesa/shader/prog_statevars.c
src/mesa/tnl/t_rasterpos.c
src/mesa/tnl/t_vb_lighttmp.h
src/mesa/x86/gen_matypes.c

index 0eaaaf69ac72f96f8df2a953a19d63fdfbde7cbe..2fcc87c0f5a6eccf2b863ec605aea103a7f31e2c 100644 (file)
@@ -1210,7 +1210,7 @@ void r200UpdateMaterial( GLcontext *ctx )
  *       _VP_inf_norm
  *       _h_inf_norm
  *       _Position
- *       _NormDirection
+ *       _NormSpotDirection
  *       _ModelViewInvScale
  *       _NeedEyeCoords
  *       _EyeZDir
@@ -1267,9 +1267,9 @@ static void update_light( GLcontext *ctx )
               fcmd[LIT_DIRECTION_W] = 0;
            } else {
               COPY_4V( &fcmd[LIT_POSITION_X], l->_Position );
-              fcmd[LIT_DIRECTION_X] = -l->_NormDirection[0];
-              fcmd[LIT_DIRECTION_Y] = -l->_NormDirection[1];
-              fcmd[LIT_DIRECTION_Z] = -l->_NormDirection[2];
+              fcmd[LIT_DIRECTION_X] = -l->_NormSpotDirection[0];
+              fcmd[LIT_DIRECTION_Y] = -l->_NormSpotDirection[1];
+              fcmd[LIT_DIRECTION_Z] = -l->_NormSpotDirection[2];
               fcmd[LIT_DIRECTION_W] = 0;
            }
 
index 6d9ccfa24d64ad067947ce0260d41894b52279de..ac3b94e4a68168fe8dc3f24dac1c1ce23d380774 100644 (file)
@@ -246,7 +246,7 @@ void radeonUpdateMaterial( GLcontext *ctx )
  *       _VP_inf_norm
  *       _h_inf_norm
  *       _Position
- *       _NormDirection
+ *       _NormSpotDirection
  *       _ModelViewInvScale
  *       _NeedEyeCoords
  *       _EyeZDir
@@ -308,9 +308,9 @@ void radeonUpdateLighting( GLcontext *ctx )
               fcmd[LIT_DIRECTION_W] = 0;
            } else {
               COPY_4V( &fcmd[LIT_POSITION_X], l->_Position );
-              fcmd[LIT_DIRECTION_X] = -l->_NormDirection[0];
-              fcmd[LIT_DIRECTION_Y] = -l->_NormDirection[1];
-              fcmd[LIT_DIRECTION_Z] = -l->_NormDirection[2];
+              fcmd[LIT_DIRECTION_X] = -l->_NormSpotDirection[0];
+              fcmd[LIT_DIRECTION_Y] = -l->_NormSpotDirection[1];
+              fcmd[LIT_DIRECTION_Z] = -l->_NormSpotDirection[2];
               fcmd[LIT_DIRECTION_W] = 0;
            }
 
index 32bcff33602d2883aab86db81795dec7323c34c5..b6561001e766eb550ea141229f5f71188155b375 100644 (file)
@@ -967,7 +967,7 @@ void radeonUpdateMaterial( GLcontext *ctx )
  *       _VP_inf_norm
  *       _h_inf_norm
  *       _Position
- *       _NormDirection
+ *       _NormSpotDirection
  *       _ModelViewInvScale
  *       _NeedEyeCoords
  *       _EyeZDir
@@ -1028,9 +1028,9 @@ static void update_light( GLcontext *ctx )
               fcmd[LIT_DIRECTION_W] = 0;
            } else {
               COPY_4V( &fcmd[LIT_POSITION_X], l->_Position );
-              fcmd[LIT_DIRECTION_X] = -l->_NormDirection[0];
-              fcmd[LIT_DIRECTION_Y] = -l->_NormDirection[1];
-              fcmd[LIT_DIRECTION_Z] = -l->_NormDirection[2];
+              fcmd[LIT_DIRECTION_X] = -l->_NormSpotDirection[0];
+              fcmd[LIT_DIRECTION_Y] = -l->_NormSpotDirection[1];
+              fcmd[LIT_DIRECTION_Z] = -l->_NormSpotDirection[2];
               fcmd[LIT_DIRECTION_W] = 0;
            }
 
index 1d2c46048847ec08b3743d69b4e5c05cce0b37b6..d5d0a552dbf9381a72716a201e248d70575f4814 100644 (file)
@@ -1104,7 +1104,7 @@ _mesa_PopAttrib(void)
                  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
                  _mesa_light(ctx, i, GL_SPECULAR, l->Specular );
                  _mesa_light(ctx, i, GL_POSITION, l->EyePosition);
-                 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
+                 _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->SpotDirection);
                  _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
                  _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
                  _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
index f72841b8ccb49be14b75b601ec88c5bbe959e10a..ac604fd12cc55f1dc0675c55f23c5169deb94236 100644 (file)
@@ -110,10 +110,10 @@ _mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
       break;
    case GL_SPOT_DIRECTION:
       /* NOTE: Direction already transformed by inverse ModelView! */
-      if (TEST_EQ_3V(light->EyeDirection, params))
+      if (TEST_EQ_3V(light->SpotDirection, params))
         return;
       FLUSH_VERTICES(ctx, _NEW_LIGHT);
-      COPY_3V(light->EyeDirection, params);
+      COPY_3V(light->SpotDirection, params);
       break;
    case GL_SPOT_EXPONENT:
       ASSERT(params[0] >= 0.0);
@@ -325,7 +325,7 @@ _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
          COPY_4V( params, ctx->Light.Light[l].EyePosition );
          break;
       case GL_SPOT_DIRECTION:
-         COPY_3V( params, ctx->Light.Light[l].EyeDirection );
+         COPY_3V( params, ctx->Light.Light[l].SpotDirection );
          break;
       case GL_SPOT_EXPONENT:
          params[0] = ctx->Light.Light[l].SpotExponent;
@@ -387,9 +387,9 @@ _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
          params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
          break;
       case GL_SPOT_DIRECTION:
-         params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
-         params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
-         params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
+         params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
+         params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
+         params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
          break;
       case GL_SPOT_EXPONENT:
          params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
@@ -1139,23 +1139,23 @@ compute_light_positions( GLcontext *ctx )
          /* Note: we normalize the spot direction now */
 
         if (ctx->_NeedEyeCoords) {
-           COPY_3V( light->_NormDirection, light->EyeDirection );
-            NORMALIZE_3FV( light->_NormDirection );
+           COPY_3V( light->_NormSpotDirection, light->SpotDirection );
+            NORMALIZE_3FV( light->_NormSpotDirection );
         }
          else {
             GLfloat spotDir[3];
-            COPY_3V(spotDir, light->EyeDirection);
+            COPY_3V(spotDir, light->SpotDirection);
             NORMALIZE_3FV(spotDir);
-           TRANSFORM_NORMAL( light->_NormDirection,
+           TRANSFORM_NORMAL( light->_NormSpotDirection,
                              spotDir,
                              ctx->ModelviewMatrixStack.Top->m);
         }
 
-        NORMALIZE_3FV( light->_NormDirection );
+        NORMALIZE_3FV( light->_NormSpotDirection );
 
         if (!(light->_Flags & LIGHT_POSITIONAL)) {
            GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
-                                       light->_NormDirection);
+                                       light->_NormSpotDirection);
 
            if (PV_dot_dir > light->_CosCutoff) {
               double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
@@ -1279,7 +1279,7 @@ init_light( struct gl_light *l, GLuint n )
       ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
    }
    ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
-   ASSIGN_3V( l->EyeDirection, 0.0, 0.0, -1.0 );
+   ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
    l->SpotExponent = 0.0;
    _mesa_invalidate_spot_exp_table( l );
    l->SpotCutoff = 180.0;
index 10f0d067e330511c384465e481e05d9409cfee63..3f3159000004e1c972f3e51b077caa2d84a9b02e 100644 (file)
@@ -460,7 +460,7 @@ struct gl_light
    GLfloat Diffuse[4];         /**< diffuse color */
    GLfloat Specular[4];                /**< specular color */
    GLfloat EyePosition[4];     /**< position in eye coordinates */
-   GLfloat EyeDirection[4];    /**< spotlight dir in eye coordinates */
+   GLfloat SpotDirection[4];   /**< spotlight direction in eye coordinates */
    GLfloat SpotExponent;
    GLfloat SpotCutoff;         /**< in degrees */
    GLfloat _CosCutoffNeg;      /**< = cos(SpotCutoff) */
@@ -479,7 +479,7 @@ struct gl_light
    GLfloat _Position[4];       /**< position in eye/obj coordinates */
    GLfloat _VP_inf_norm[3];    /**< Norm direction to infinite light */
    GLfloat _h_inf_norm[3];     /**< Norm( _VP_inf_norm + <0,0,1> ) */
-   GLfloat _NormDirection[4];  /**< normalized spotlight direction */
+   GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
    GLfloat _VP_inf_spot_attenuation;
 
    GLfloat _SpotExpTable[EXP_TABLE_SIZE][2];  /**< to replace a pow() call */
index b93e987f043811e6e585518e45b68c2ae62cc371..37a3f1fc8cadc4f4244fdd732461e70595821f27 100644 (file)
@@ -112,7 +112,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
             value[3] = ctx->Light.Light[ln].SpotExponent;
             return;
          case STATE_SPOT_DIRECTION:
-            COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
+            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
             value[3] = ctx->Light.Light[ln]._CosCutoff;
             return;
          case STATE_SPOT_CUTOFF:
@@ -449,7 +449,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
             /* here, state[2] is the light number */
             /* pre-normalize spot dir */
             const GLuint ln = (GLuint) state[2];
-            COPY_3V(value, ctx->Light.Light[ln]._NormDirection);
+            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
             value[3] = ctx->Light.Light[ln]._CosCutoff;
          }
          return;
index 04fb1d8f8c2b5dc788540af3768dbd398cee22e4..f1fdddf0f5a4ff4103fff14b55735614a89dcb15 100644 (file)
@@ -167,7 +167,7 @@ shade_rastpos(GLcontext *ctx,
                                light->QuadraticAttenuation));
 
         if (light->_Flags & LIGHT_SPOT) {
-           GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+           GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
 
            if (PV_dot_dir<light->_CosCutoff) {
               continue;
index a78f27761f58f90e13ebc2b86c3a690f80c01662..124ca3c74fe258b21616263979db681910ffc267 100644 (file)
@@ -141,7 +141,7 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
 
            /* spotlight attenuation */
            if (light->_Flags & LIGHT_SPOT) {
-              GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+              GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
 
               if (PV_dot_dir<light->_CosCutoff) {
                  continue; /* this light makes no contribution */
@@ -325,7 +325,7 @@ static void TAG(light_rgba)( GLcontext *ctx,
 
            /* spotlight attenuation */
            if (light->_Flags & LIGHT_SPOT) {
-              GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+              GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
 
               if (PV_dot_dir<light->_CosCutoff) {
                  continue; /* this light makes no contribution */
@@ -721,7 +721,7 @@ static void TAG(light_ci)( GLcontext *ctx,
 
            /* spotlight attenuation */
            if (light->_Flags & LIGHT_SPOT) {
-              GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+              GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
               if (PV_dot_dir < light->_CosCutoff) {
                  continue; /* this light makes no contribution */
               }
index 8c690b4f882e624990fe272e131315e9538887fb..d56b701aa8c1f1a189558aa2fd76c657909fe862 100644 (file)
@@ -197,7 +197,7 @@ int main( int argc, char **argv )
    OFFSET( "LIGHT_DIFFUSE           ", struct gl_light, Diffuse );
    OFFSET( "LIGHT_SPECULAR          ", struct gl_light, Specular );
    OFFSET( "LIGHT_EYE_POSITION      ", struct gl_light, EyePosition );
-   OFFSET( "LIGHT_EYE_DIRECTION     ", struct gl_light, EyeDirection );
+   OFFSET( "LIGHT_SPOT_DIRECTION    ", struct gl_light, SpotDirection );
    OFFSET( "LIGHT_SPOT_EXPONENT     ", struct gl_light, SpotExponent );
    OFFSET( "LIGHT_SPOT_CUTOFF       ", struct gl_light, SpotCutoff );
    OFFSET( "LIGHT_COS_CUTOFF        ", struct gl_light, _CosCutoff );
@@ -211,7 +211,7 @@ int main( int argc, char **argv )
    OFFSET( "LIGHT_POSITION          ", struct gl_light, _Position );
    OFFSET( "LIGHT_VP_INF_NORM       ", struct gl_light, _VP_inf_norm );
    OFFSET( "LIGHT_H_INF_NORM        ", struct gl_light, _h_inf_norm );
-   OFFSET( "LIGHT_NORM_DIRECTION    ", struct gl_light, _NormDirection );
+   OFFSET( "LIGHT_NORM_DIRECTION    ", struct gl_light, _NormSpotDirection );
    OFFSET( "LIGHT_VP_INF_SPOT_ATTEN ", struct gl_light, _VP_inf_spot_attenuation );
    printf( "\n" );
    OFFSET( "LIGHT_SPOT_EXP_TABLE    ", struct gl_light, _SpotExpTable );