// void (*IndexMask)(GLcontext *ctx, GLuint mask);
enum {
+ SPOTLIGHT_NO_UPDATE,
SPOTLIGHT_UPDATE_EXPONENT,
SPOTLIGHT_UPDATE_DIRECTION,
SPOTLIGHT_UPDATE_ALL
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
- int spotlightUpdate = -1;
+ int spotlight_update = SPOTLIGHT_NO_UPDATE;
switch(pname)
{
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
- spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION;
+ spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
break;
case GL_SPOT_EXPONENT:
- spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT;
+ spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
- spotlightUpdate = SPOTLIGHT_UPDATE_ALL;
+ spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
break;
}
- switch(spotlightUpdate) {
+ switch(spotlight_update) {
case SPOTLIGHT_UPDATE_DIRECTION:
{
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];
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * 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);
case SPOTLIGHT_UPDATE_ALL:
{
GLfloat cc,lc,qc, x,y,z, c;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
cc = 1.0; /* FIXME: These need to be correctly computed */
lc = 0.0;
qc = 2.0;
- 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];
- c = -2.0 * (0.5 + l->_CosCutoff);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ c = spot_light_coef_a + 1.0;
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
OUT_RING_CACHEf(cc);
OUT_RING_CACHEf(lc);
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
enum {
+ SPOTLIGHT_NO_UPDATE,
SPOTLIGHT_UPDATE_EXPONENT,
SPOTLIGHT_UPDATE_DIRECTION,
SPOTLIGHT_UPDATE_ALL
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
- int spotlightUpdate = -1;
+ int spotlight_update = SPOTLIGHT_NO_UPDATE;
/* not sure where the fourth param value goes...*/
switch(pname)
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
- spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION;
+ spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
break;
case GL_SPOT_EXPONENT:
- spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT;
+ spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
- spotlightUpdate = SPOTLIGHT_UPDATE_ALL;
+ spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
break;
}
- switch(spotlightUpdate) {
+ switch(spotlight_update) {
case SPOTLIGHT_UPDATE_DIRECTION:
{
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];
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * 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);
case SPOTLIGHT_UPDATE_ALL:
{
GLfloat cc,lc,qc, x,y,z, c;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
cc = 1.0; /* FIXME: These need to be correctly computed */
lc = 0.0;
qc = 2.0;
- 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];
- c = -2.0 * (0.5 + l->_CosCutoff);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ c = spot_light_coef_a + 1.0;
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
OUT_RING_CACHEf(cc);
OUT_RING_CACHEf(lc);
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
enum {
+ SPOTLIGHT_NO_UPDATE,
SPOTLIGHT_UPDATE_EXPONENT,
SPOTLIGHT_UPDATE_DIRECTION,
SPOTLIGHT_UPDATE_ALL
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
- int spotlightUpdate = -1;
+ int spotlight_update = SPOTLIGHT_NO_UPDATE;
if (NOUVEAU_CARD_USING_SHADERS)
return;
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
- spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION;
+ spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
break;
case GL_SPOT_EXPONENT:
- spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT;
+ spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
- spotlightUpdate = SPOTLIGHT_UPDATE_ALL;
+ spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
break;
}
- switch(spotlightUpdate) {
+ switch(spotlight_update) {
case SPOTLIGHT_UPDATE_DIRECTION:
{
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];
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * 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);
case SPOTLIGHT_UPDATE_ALL:
{
GLfloat cc,lc,qc, x,y,z, c;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
cc = 1.0; /* FIXME: These need to be correctly computed */
lc = 0.0;
qc = 2.0;
- 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];
- c = -2.0 * (0.5 + l->_CosCutoff);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ c = spot_light_coef_a + 1.0;
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
OUT_RING_CACHEf(cc);
OUT_RING_CACHEf(lc);