From: Brian Date: Thu, 1 Mar 2007 16:17:01 +0000 (-0700) Subject: fix bad n_dot_h normalization code (bug 9977), plus clean-up the code in general X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=9fbb2e9e76aabc73148c464ce8fd6980a2c1d3f5;p=mesa.git fix bad n_dot_h normalization code (bug 9977), plus clean-up the code in general --- diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c index ddf2ac51d3b..d4f0fa2a710 100644 --- a/src/mesa/main/rastpos.c +++ b/src/mesa/main/rastpos.c @@ -1,8 +1,8 @@ /* * Mesa 3-D graphics library - * Version: 6.3 + * Version: 6.5.3 * - * Copyright (C) 1999-2004 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2007 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"), @@ -112,9 +112,7 @@ userclip_point( GLcontext *ctx, const GLfloat v[] ) /** - * This has been split off to allow the normal shade routines to - * get a little closer to the vertex buffer, and to use the - * GLvector objects directly. + * Compute lighting for the raster position. Both RGB and CI modes computed. * \param ctx the context * \param vertex vertex location * \param normal normal vector @@ -130,10 +128,10 @@ shade_rastpos(GLcontext *ctx, GLfloat Rspec[4], GLfloat *Rindex) { - GLfloat (*base)[3] = ctx->Light._BaseColor; - struct gl_light *light; - GLfloat diffuseColor[4], specularColor[4]; - GLfloat diffuse = 0, specular = 0; + /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; + const struct gl_light *light; + GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ + GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */ if (!ctx->_ShineTable[0] || !ctx->_ShineTable[1]) _mesa_validate_all_lighting_tables( ctx ); @@ -144,28 +142,31 @@ shade_rastpos(GLcontext *ctx, ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0); foreach (light, &ctx->Light.EnabledList) { - GLfloat n_dot_h; GLfloat attenuation = 1.0; - GLfloat VP[3]; + GLfloat VP[3]; /* vector from vertex to light pos */ GLfloat n_dot_VP; - GLfloat *h; GLfloat diffuseContrib[3], specularContrib[3]; - GLboolean normalized; if (!(light->_Flags & LIGHT_POSITIONAL)) { + /* light at infinity */ COPY_3V(VP, light->_VP_inf_norm); attenuation = light->_VP_inf_spot_attenuation; } else { + /* local/positional light */ GLfloat d; + /* VP = vector from vertex pos to light[i].pos */ SUB_3V(VP, light->_Position, vertex); + /* d = length(VP) */ d = (GLfloat) LEN_3FV( VP ); - - if ( d > 1e-6) { + if (d > 1.0e-6) { + /* normalize VP */ GLfloat invd = 1.0F / d; SELF_SCALE_SCALAR_3V(VP, invd); } + + /* atti */ attenuation = 1.0F / (light->ConstantAttenuation + d * (light->LinearAttenuation + d * light->QuadraticAttenuation)); @@ -196,43 +197,39 @@ shade_rastpos(GLcontext *ctx, continue; } + /* Ambient + diffuse */ COPY_3V(diffuseContrib, light->_MatAmbient[0]); ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); - diffuse += n_dot_VP * light->_dli * attenuation; - ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); + diffuseCI += n_dot_VP * light->_dli * attenuation; + /* Specular */ { + const GLfloat *h; + GLfloat n_dot_h; + + ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); + if (ctx->Light.Model.LocalViewer) { GLfloat v[3]; COPY_3V(v, vertex); NORMALIZE_3FV(v); SUB_3V(VP, VP, v); + NORMALIZE_3FV(VP); h = VP; - normalized = 0; } else if (light->_Flags & LIGHT_POSITIONAL) { + ACC_3V(VP, ctx->_EyeZDir); + NORMALIZE_3FV(VP); h = VP; - ACC_3V(h, ctx->_EyeZDir); - normalized = 0; } else { h = light->_h_inf_norm; - normalized = 1; } n_dot_h = DOT3(normal, h); if (n_dot_h > 0.0F) { - GLfloat (*mat)[4] = ctx->Light.Material.Attrib; GLfloat spec_coef; - GLfloat shininess = mat[MAT_ATTRIB_FRONT_SHININESS][0]; - - if (!normalized) { - n_dot_h *= n_dot_h; - n_dot_h /= LEN_SQUARED_3FV( h ); - shininess *= .5; - } - GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef ); if (spec_coef > 1.0e-10) { @@ -244,7 +241,8 @@ shade_rastpos(GLcontext *ctx, ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef, light->_MatSpecular[0]); } - specular += spec_coef * light->_sli * attenuation; + /*assert(light->_sli > 0.0);*/ + specularCI += spec_coef * light->_sli * attenuation; } } } @@ -268,8 +266,8 @@ shade_rastpos(GLcontext *ctx, GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT]; GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT]; GLfloat i = (ind[MAT_INDEX_AMBIENT] - + diffuse * (1.0F-specular) * d_a - + specular * s_a); + + diffuseCI * (1.0F-specularCI) * d_a + + specularCI * s_a); if (i > ind[MAT_INDEX_SPECULAR]) { i = ind[MAT_INDEX_SPECULAR]; }