dri_util: Update internal_format to GL_RGB8 for MESA_FORMAT_B8G8R8X8_UNORM
[mesa.git] / src / mesa / main / light.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 #include "c99_math.h"
28 #include "glheader.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "light.h"
32 #include "macros.h"
33 #include "mtypes.h"
34 #include "math/m_matrix.h"
35 #include "util/bitscan.h"
36
37
38 void GLAPIENTRY
39 _mesa_ShadeModel( GLenum mode )
40 {
41 GET_CURRENT_CONTEXT(ctx);
42
43 if (MESA_VERBOSE & VERBOSE_API)
44 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_enum_to_string(mode));
45
46 if (ctx->Light.ShadeModel == mode)
47 return;
48
49 if (mode != GL_FLAT && mode != GL_SMOOTH) {
50 _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
51 return;
52 }
53
54 FLUSH_VERTICES(ctx, _NEW_LIGHT);
55 ctx->Light.ShadeModel = mode;
56
57 if (ctx->Driver.ShadeModel)
58 ctx->Driver.ShadeModel( ctx, mode );
59 }
60
61
62 /**
63 * Set the provoking vertex (the vertex which specifies the prim's
64 * color when flat shading) to either the first or last vertex of the
65 * triangle or line.
66 */
67 void GLAPIENTRY
68 _mesa_ProvokingVertex(GLenum mode)
69 {
70 GET_CURRENT_CONTEXT(ctx);
71
72 if (MESA_VERBOSE&VERBOSE_API)
73 _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
74
75 if (ctx->Light.ProvokingVertex == mode)
76 return;
77
78 switch (mode) {
79 case GL_FIRST_VERTEX_CONVENTION_EXT:
80 case GL_LAST_VERTEX_CONVENTION_EXT:
81 break;
82 default:
83 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
84 return;
85 }
86
87 FLUSH_VERTICES(ctx, _NEW_LIGHT);
88 ctx->Light.ProvokingVertex = mode;
89 }
90
91
92 /**
93 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
94 * per-light state.
95 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
96 * will have already been transformed by the modelview matrix!
97 * Also, all error checking should have already been done.
98 */
99 void
100 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
101 {
102 struct gl_light *light;
103
104 assert(lnum < MAX_LIGHTS);
105 light = &ctx->Light.Light[lnum];
106
107 switch (pname) {
108 case GL_AMBIENT:
109 if (TEST_EQ_4V(light->Ambient, params))
110 return;
111 FLUSH_VERTICES(ctx, _NEW_LIGHT);
112 COPY_4V( light->Ambient, params );
113 break;
114 case GL_DIFFUSE:
115 if (TEST_EQ_4V(light->Diffuse, params))
116 return;
117 FLUSH_VERTICES(ctx, _NEW_LIGHT);
118 COPY_4V( light->Diffuse, params );
119 break;
120 case GL_SPECULAR:
121 if (TEST_EQ_4V(light->Specular, params))
122 return;
123 FLUSH_VERTICES(ctx, _NEW_LIGHT);
124 COPY_4V( light->Specular, params );
125 break;
126 case GL_POSITION:
127 /* NOTE: position has already been transformed by ModelView! */
128 if (TEST_EQ_4V(light->EyePosition, params))
129 return;
130 FLUSH_VERTICES(ctx, _NEW_LIGHT);
131 COPY_4V(light->EyePosition, params);
132 if (light->EyePosition[3] != 0.0F)
133 light->_Flags |= LIGHT_POSITIONAL;
134 else
135 light->_Flags &= ~LIGHT_POSITIONAL;
136 break;
137 case GL_SPOT_DIRECTION:
138 /* NOTE: Direction already transformed by inverse ModelView! */
139 if (TEST_EQ_3V(light->SpotDirection, params))
140 return;
141 FLUSH_VERTICES(ctx, _NEW_LIGHT);
142 COPY_3V(light->SpotDirection, params);
143 break;
144 case GL_SPOT_EXPONENT:
145 assert(params[0] >= 0.0F);
146 assert(params[0] <= ctx->Const.MaxSpotExponent);
147 if (light->SpotExponent == params[0])
148 return;
149 FLUSH_VERTICES(ctx, _NEW_LIGHT);
150 light->SpotExponent = params[0];
151 break;
152 case GL_SPOT_CUTOFF:
153 assert(params[0] == 180.0F || (params[0] >= 0.0F && params[0] <= 90.0F));
154 if (light->SpotCutoff == params[0])
155 return;
156 FLUSH_VERTICES(ctx, _NEW_LIGHT);
157 light->SpotCutoff = params[0];
158 light->_CosCutoff = (cosf(light->SpotCutoff * M_PI / 180.0));
159 if (light->_CosCutoff < 0)
160 light->_CosCutoff = 0;
161 if (light->SpotCutoff != 180.0F)
162 light->_Flags |= LIGHT_SPOT;
163 else
164 light->_Flags &= ~LIGHT_SPOT;
165 break;
166 case GL_CONSTANT_ATTENUATION:
167 assert(params[0] >= 0.0F);
168 if (light->ConstantAttenuation == params[0])
169 return;
170 FLUSH_VERTICES(ctx, _NEW_LIGHT);
171 light->ConstantAttenuation = params[0];
172 break;
173 case GL_LINEAR_ATTENUATION:
174 assert(params[0] >= 0.0F);
175 if (light->LinearAttenuation == params[0])
176 return;
177 FLUSH_VERTICES(ctx, _NEW_LIGHT);
178 light->LinearAttenuation = params[0];
179 break;
180 case GL_QUADRATIC_ATTENUATION:
181 assert(params[0] >= 0.0F);
182 if (light->QuadraticAttenuation == params[0])
183 return;
184 FLUSH_VERTICES(ctx, _NEW_LIGHT);
185 light->QuadraticAttenuation = params[0];
186 break;
187 default:
188 unreachable("Unexpected pname in _mesa_light()");
189 }
190
191 if (ctx->Driver.Lightfv)
192 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
193 }
194
195
196 void GLAPIENTRY
197 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
198 {
199 GLfloat fparam[4];
200 fparam[0] = param;
201 fparam[1] = fparam[2] = fparam[3] = 0.0F;
202 _mesa_Lightfv( light, pname, fparam );
203 }
204
205
206 void GLAPIENTRY
207 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
208 {
209 GET_CURRENT_CONTEXT(ctx);
210 GLint i = (GLint) (light - GL_LIGHT0);
211 GLfloat temp[4];
212
213 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
214 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
215 return;
216 }
217
218 /* do particular error checks, transformations */
219 switch (pname) {
220 case GL_AMBIENT:
221 case GL_DIFFUSE:
222 case GL_SPECULAR:
223 /* nothing */
224 break;
225 case GL_POSITION:
226 /* transform position by ModelView matrix */
227 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
228 params = temp;
229 break;
230 case GL_SPOT_DIRECTION:
231 /* transform direction by inverse modelview */
232 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
233 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
234 }
235 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
236 params = temp;
237 break;
238 case GL_SPOT_EXPONENT:
239 if (params[0] < 0.0F || params[0] > ctx->Const.MaxSpotExponent) {
240 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
241 return;
242 }
243 break;
244 case GL_SPOT_CUTOFF:
245 if ((params[0] < 0.0F || params[0] > 90.0F) && params[0] != 180.0F) {
246 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
247 return;
248 }
249 break;
250 case GL_CONSTANT_ATTENUATION:
251 case GL_LINEAR_ATTENUATION:
252 case GL_QUADRATIC_ATTENUATION:
253 if (params[0] < 0.0F) {
254 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
255 return;
256 }
257 break;
258 default:
259 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
260 return;
261 }
262
263 _mesa_light(ctx, i, pname, params);
264 }
265
266
267 void GLAPIENTRY
268 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
269 {
270 GLint iparam[4];
271 iparam[0] = param;
272 iparam[1] = iparam[2] = iparam[3] = 0;
273 _mesa_Lightiv( light, pname, iparam );
274 }
275
276
277 void GLAPIENTRY
278 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
279 {
280 GLfloat fparam[4];
281
282 switch (pname) {
283 case GL_AMBIENT:
284 case GL_DIFFUSE:
285 case GL_SPECULAR:
286 fparam[0] = INT_TO_FLOAT( params[0] );
287 fparam[1] = INT_TO_FLOAT( params[1] );
288 fparam[2] = INT_TO_FLOAT( params[2] );
289 fparam[3] = INT_TO_FLOAT( params[3] );
290 break;
291 case GL_POSITION:
292 fparam[0] = (GLfloat) params[0];
293 fparam[1] = (GLfloat) params[1];
294 fparam[2] = (GLfloat) params[2];
295 fparam[3] = (GLfloat) params[3];
296 break;
297 case GL_SPOT_DIRECTION:
298 fparam[0] = (GLfloat) params[0];
299 fparam[1] = (GLfloat) params[1];
300 fparam[2] = (GLfloat) params[2];
301 break;
302 case GL_SPOT_EXPONENT:
303 case GL_SPOT_CUTOFF:
304 case GL_CONSTANT_ATTENUATION:
305 case GL_LINEAR_ATTENUATION:
306 case GL_QUADRATIC_ATTENUATION:
307 fparam[0] = (GLfloat) params[0];
308 break;
309 default:
310 /* error will be caught later in gl_Lightfv */
311 ;
312 }
313
314 _mesa_Lightfv( light, pname, fparam );
315 }
316
317
318
319 void GLAPIENTRY
320 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
321 {
322 GET_CURRENT_CONTEXT(ctx);
323 GLint l = (GLint) (light - GL_LIGHT0);
324
325 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
326 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
327 return;
328 }
329
330 switch (pname) {
331 case GL_AMBIENT:
332 COPY_4V( params, ctx->Light.Light[l].Ambient );
333 break;
334 case GL_DIFFUSE:
335 COPY_4V( params, ctx->Light.Light[l].Diffuse );
336 break;
337 case GL_SPECULAR:
338 COPY_4V( params, ctx->Light.Light[l].Specular );
339 break;
340 case GL_POSITION:
341 COPY_4V( params, ctx->Light.Light[l].EyePosition );
342 break;
343 case GL_SPOT_DIRECTION:
344 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
345 break;
346 case GL_SPOT_EXPONENT:
347 params[0] = ctx->Light.Light[l].SpotExponent;
348 break;
349 case GL_SPOT_CUTOFF:
350 params[0] = ctx->Light.Light[l].SpotCutoff;
351 break;
352 case GL_CONSTANT_ATTENUATION:
353 params[0] = ctx->Light.Light[l].ConstantAttenuation;
354 break;
355 case GL_LINEAR_ATTENUATION:
356 params[0] = ctx->Light.Light[l].LinearAttenuation;
357 break;
358 case GL_QUADRATIC_ATTENUATION:
359 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
360 break;
361 default:
362 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
363 break;
364 }
365 }
366
367
368 void GLAPIENTRY
369 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
370 {
371 GET_CURRENT_CONTEXT(ctx);
372 GLint l = (GLint) (light - GL_LIGHT0);
373
374 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
375 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
376 return;
377 }
378
379 switch (pname) {
380 case GL_AMBIENT:
381 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
382 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
383 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
384 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
385 break;
386 case GL_DIFFUSE:
387 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
388 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
389 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
390 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
391 break;
392 case GL_SPECULAR:
393 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
394 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
395 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
396 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
397 break;
398 case GL_POSITION:
399 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
400 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
401 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
402 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
403 break;
404 case GL_SPOT_DIRECTION:
405 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
406 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
407 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
408 break;
409 case GL_SPOT_EXPONENT:
410 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
411 break;
412 case GL_SPOT_CUTOFF:
413 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
414 break;
415 case GL_CONSTANT_ATTENUATION:
416 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
417 break;
418 case GL_LINEAR_ATTENUATION:
419 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
420 break;
421 case GL_QUADRATIC_ATTENUATION:
422 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
423 break;
424 default:
425 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
426 break;
427 }
428 }
429
430
431
432 /**********************************************************************/
433 /*** Light Model ***/
434 /**********************************************************************/
435
436
437 void GLAPIENTRY
438 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
439 {
440 GLenum newenum;
441 GLboolean newbool;
442 GET_CURRENT_CONTEXT(ctx);
443
444 switch (pname) {
445 case GL_LIGHT_MODEL_AMBIENT:
446 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
447 return;
448 FLUSH_VERTICES(ctx, _NEW_LIGHT);
449 COPY_4V( ctx->Light.Model.Ambient, params );
450 break;
451 case GL_LIGHT_MODEL_LOCAL_VIEWER:
452 if (ctx->API != API_OPENGL_COMPAT)
453 goto invalid_pname;
454 newbool = (params[0] != 0.0F);
455 if (ctx->Light.Model.LocalViewer == newbool)
456 return;
457 FLUSH_VERTICES(ctx, _NEW_LIGHT);
458 ctx->Light.Model.LocalViewer = newbool;
459 break;
460 case GL_LIGHT_MODEL_TWO_SIDE:
461 newbool = (params[0] != 0.0F);
462 if (ctx->Light.Model.TwoSide == newbool)
463 return;
464 FLUSH_VERTICES(ctx, _NEW_LIGHT);
465 ctx->Light.Model.TwoSide = newbool;
466 break;
467 case GL_LIGHT_MODEL_COLOR_CONTROL:
468 if (ctx->API != API_OPENGL_COMPAT)
469 goto invalid_pname;
470 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
471 newenum = GL_SINGLE_COLOR;
472 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
473 newenum = GL_SEPARATE_SPECULAR_COLOR;
474 else {
475 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
476 (GLint) params[0] );
477 return;
478 }
479 if (ctx->Light.Model.ColorControl == newenum)
480 return;
481 FLUSH_VERTICES(ctx, _NEW_LIGHT);
482 ctx->Light.Model.ColorControl = newenum;
483 break;
484 default:
485 goto invalid_pname;
486 }
487
488 if (ctx->Driver.LightModelfv)
489 ctx->Driver.LightModelfv( ctx, pname, params );
490
491 return;
492
493 invalid_pname:
494 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
495 return;
496 }
497
498
499 void GLAPIENTRY
500 _mesa_LightModeliv( GLenum pname, const GLint *params )
501 {
502 GLfloat fparam[4];
503
504 switch (pname) {
505 case GL_LIGHT_MODEL_AMBIENT:
506 fparam[0] = INT_TO_FLOAT( params[0] );
507 fparam[1] = INT_TO_FLOAT( params[1] );
508 fparam[2] = INT_TO_FLOAT( params[2] );
509 fparam[3] = INT_TO_FLOAT( params[3] );
510 break;
511 case GL_LIGHT_MODEL_LOCAL_VIEWER:
512 case GL_LIGHT_MODEL_TWO_SIDE:
513 case GL_LIGHT_MODEL_COLOR_CONTROL:
514 fparam[0] = (GLfloat) params[0];
515 break;
516 default:
517 /* Error will be caught later in gl_LightModelfv */
518 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
519 }
520 _mesa_LightModelfv( pname, fparam );
521 }
522
523
524 void GLAPIENTRY
525 _mesa_LightModeli( GLenum pname, GLint param )
526 {
527 GLint iparam[4];
528 iparam[0] = param;
529 iparam[1] = iparam[2] = iparam[3] = 0;
530 _mesa_LightModeliv( pname, iparam );
531 }
532
533
534 void GLAPIENTRY
535 _mesa_LightModelf( GLenum pname, GLfloat param )
536 {
537 GLfloat fparam[4];
538 fparam[0] = param;
539 fparam[1] = fparam[2] = fparam[3] = 0.0F;
540 _mesa_LightModelfv( pname, fparam );
541 }
542
543
544
545 /********** MATERIAL **********/
546
547
548 /*
549 * Given a face and pname value (ala glColorMaterial), compute a bitmask
550 * of the targeted material values.
551 */
552 GLuint
553 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
554 GLuint legal, const char *where )
555 {
556 GLuint bitmask = 0;
557
558 /* Make a bitmask indicating what material attribute(s) we're updating */
559 switch (pname) {
560 case GL_EMISSION:
561 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
562 break;
563 case GL_AMBIENT:
564 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
565 break;
566 case GL_DIFFUSE:
567 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
568 break;
569 case GL_SPECULAR:
570 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
571 break;
572 case GL_SHININESS:
573 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
574 break;
575 case GL_AMBIENT_AND_DIFFUSE:
576 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
577 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
578 break;
579 case GL_COLOR_INDEXES:
580 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
581 break;
582 default:
583 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
584 return 0;
585 }
586
587 if (face==GL_FRONT) {
588 bitmask &= FRONT_MATERIAL_BITS;
589 }
590 else if (face==GL_BACK) {
591 bitmask &= BACK_MATERIAL_BITS;
592 }
593 else if (face != GL_FRONT_AND_BACK) {
594 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
595 return 0;
596 }
597
598 if (bitmask & ~legal) {
599 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
600 return 0;
601 }
602
603 return bitmask;
604 }
605
606
607
608 /* Update derived values following a change in ctx->Light.Material
609 */
610 void
611 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
612 {
613 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
614
615 if (MESA_VERBOSE & VERBOSE_MATERIAL)
616 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
617
618 if (!bitmask)
619 return;
620
621 /* update material ambience */
622 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
623 GLbitfield mask = ctx->Light._EnabledLights;
624 while (mask) {
625 const int i = u_bit_scan(&mask);
626 struct gl_light *light = &ctx->Light.Light[i];
627 SCALE_3V( light->_MatAmbient[0], light->Ambient,
628 mat[MAT_ATTRIB_FRONT_AMBIENT]);
629 }
630 }
631
632 if (bitmask & MAT_BIT_BACK_AMBIENT) {
633 GLbitfield mask = ctx->Light._EnabledLights;
634 while (mask) {
635 const int i = u_bit_scan(&mask);
636 struct gl_light *light = &ctx->Light.Light[i];
637 SCALE_3V( light->_MatAmbient[1], light->Ambient,
638 mat[MAT_ATTRIB_BACK_AMBIENT]);
639 }
640 }
641
642 /* update BaseColor = emission + scene's ambience * material's ambience */
643 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
644 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
645 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
646 ctx->Light.Model.Ambient );
647 }
648
649 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
650 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
651 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
652 ctx->Light.Model.Ambient );
653 }
654
655 /* update material diffuse values */
656 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
657 GLbitfield mask = ctx->Light._EnabledLights;
658 while (mask) {
659 const int i = u_bit_scan(&mask);
660 struct gl_light *light = &ctx->Light.Light[i];
661 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
662 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
663 }
664 }
665
666 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
667 GLbitfield mask = ctx->Light._EnabledLights;
668 while (mask) {
669 const int i = u_bit_scan(&mask);
670 struct gl_light *light = &ctx->Light.Light[i];
671 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
672 mat[MAT_ATTRIB_BACK_DIFFUSE] );
673 }
674 }
675
676 /* update material specular values */
677 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
678 GLbitfield mask = ctx->Light._EnabledLights;
679 while (mask) {
680 const int i = u_bit_scan(&mask);
681 struct gl_light *light = &ctx->Light.Light[i];
682 SCALE_3V( light->_MatSpecular[0], light->Specular,
683 mat[MAT_ATTRIB_FRONT_SPECULAR]);
684 }
685 }
686
687 if (bitmask & MAT_BIT_BACK_SPECULAR) {
688 GLbitfield mask = ctx->Light._EnabledLights;
689 while (mask) {
690 const int i = u_bit_scan(&mask);
691 struct gl_light *light = &ctx->Light.Light[i];
692 SCALE_3V( light->_MatSpecular[1], light->Specular,
693 mat[MAT_ATTRIB_BACK_SPECULAR]);
694 }
695 }
696 }
697
698
699 /*
700 * Update the current materials from the given rgba color
701 * according to the bitmask in _ColorMaterialBitmask, which is
702 * set by glColorMaterial().
703 */
704 void
705 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
706 {
707 GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
708 struct gl_material *mat = &ctx->Light.Material;
709
710 while (bitmask) {
711 const int i = u_bit_scan(&bitmask);
712
713 COPY_4FV( mat->Attrib[i], color );
714 }
715
716 _mesa_update_material( ctx, bitmask );
717 }
718
719
720 void GLAPIENTRY
721 _mesa_ColorMaterial( GLenum face, GLenum mode )
722 {
723 GET_CURRENT_CONTEXT(ctx);
724 GLuint bitmask;
725 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
726 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
727 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
728 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
729
730 if (MESA_VERBOSE&VERBOSE_API)
731 _mesa_debug(ctx, "glColorMaterial %s %s\n",
732 _mesa_enum_to_string(face),
733 _mesa_enum_to_string(mode));
734
735 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
736 if (bitmask == 0)
737 return; /* error was recorded */
738
739 if (ctx->Light._ColorMaterialBitmask == bitmask &&
740 ctx->Light.ColorMaterialFace == face &&
741 ctx->Light.ColorMaterialMode == mode)
742 return;
743
744 FLUSH_VERTICES(ctx, _NEW_LIGHT);
745 ctx->Light._ColorMaterialBitmask = bitmask;
746 ctx->Light.ColorMaterialFace = face;
747 ctx->Light.ColorMaterialMode = mode;
748
749 if (ctx->Light.ColorMaterialEnabled) {
750 FLUSH_CURRENT( ctx, 0 );
751 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
752 }
753
754 if (ctx->Driver.ColorMaterial)
755 ctx->Driver.ColorMaterial( ctx, face, mode );
756 }
757
758
759 void GLAPIENTRY
760 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
761 {
762 GET_CURRENT_CONTEXT(ctx);
763 GLuint f;
764 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
765 FLUSH_VERTICES(ctx, 0); /* update materials */
766
767 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
768
769 if (face==GL_FRONT) {
770 f = 0;
771 }
772 else if (face==GL_BACK) {
773 f = 1;
774 }
775 else {
776 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
777 return;
778 }
779
780 switch (pname) {
781 case GL_AMBIENT:
782 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
783 break;
784 case GL_DIFFUSE:
785 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
786 break;
787 case GL_SPECULAR:
788 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
789 break;
790 case GL_EMISSION:
791 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
792 break;
793 case GL_SHININESS:
794 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
795 break;
796 case GL_COLOR_INDEXES:
797 if (ctx->API != API_OPENGL_COMPAT) {
798 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
799 return;
800 }
801 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
802 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
803 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
804 break;
805 default:
806 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
807 }
808 }
809
810
811 void GLAPIENTRY
812 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
813 {
814 GET_CURRENT_CONTEXT(ctx);
815 GLuint f;
816 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
817
818 assert(ctx->API == API_OPENGL_COMPAT);
819
820 FLUSH_VERTICES(ctx, 0); /* update materials */
821 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
822
823 if (face==GL_FRONT) {
824 f = 0;
825 }
826 else if (face==GL_BACK) {
827 f = 1;
828 }
829 else {
830 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
831 return;
832 }
833 switch (pname) {
834 case GL_AMBIENT:
835 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
836 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
837 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
838 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
839 break;
840 case GL_DIFFUSE:
841 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
842 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
843 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
844 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
845 break;
846 case GL_SPECULAR:
847 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
848 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
849 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
850 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
851 break;
852 case GL_EMISSION:
853 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
854 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
855 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
856 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
857 break;
858 case GL_SHININESS:
859 *params = lroundf( mat[MAT_ATTRIB_SHININESS(f)][0] );
860 break;
861 case GL_COLOR_INDEXES:
862 params[0] = lroundf( mat[MAT_ATTRIB_INDEXES(f)][0] );
863 params[1] = lroundf( mat[MAT_ATTRIB_INDEXES(f)][1] );
864 params[2] = lroundf( mat[MAT_ATTRIB_INDEXES(f)][2] );
865 break;
866 default:
867 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
868 }
869 }
870
871
872
873 /**
874 * Examine current lighting parameters to determine if the optimized lighting
875 * function can be used.
876 * Also, precompute some lighting values such as the products of light
877 * source and material ambient, diffuse and specular coefficients.
878 */
879 void
880 _mesa_update_lighting( struct gl_context *ctx )
881 {
882 GLbitfield flags = 0;
883 ctx->Light._NeedEyeCoords = GL_FALSE;
884
885 if (!ctx->Light.Enabled)
886 return;
887
888 GLbitfield mask = ctx->Light._EnabledLights;
889 while (mask) {
890 const int i = u_bit_scan(&mask);
891 struct gl_light *light = &ctx->Light.Light[i];
892 flags |= light->_Flags;
893 }
894
895 ctx->Light._NeedVertices =
896 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
897 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
898 ctx->Light.Model.LocalViewer);
899
900 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
901 ctx->Light.Model.LocalViewer);
902
903 /* XXX: This test is overkill & needs to be fixed both for software and
904 * hardware t&l drivers. The above should be sufficient & should
905 * be tested to verify this.
906 */
907 if (ctx->Light._NeedVertices)
908 ctx->Light._NeedEyeCoords = GL_TRUE;
909
910 /* Precompute some shading values. Although we reference
911 * Light.Material here, we can get away without flushing
912 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
913 * are flushed, they will update the derived state at that time.
914 */
915 if (ctx->Light.Model.TwoSide)
916 _mesa_update_material(ctx,
917 MAT_BIT_FRONT_EMISSION |
918 MAT_BIT_FRONT_AMBIENT |
919 MAT_BIT_FRONT_DIFFUSE |
920 MAT_BIT_FRONT_SPECULAR |
921 MAT_BIT_BACK_EMISSION |
922 MAT_BIT_BACK_AMBIENT |
923 MAT_BIT_BACK_DIFFUSE |
924 MAT_BIT_BACK_SPECULAR);
925 else
926 _mesa_update_material(ctx,
927 MAT_BIT_FRONT_EMISSION |
928 MAT_BIT_FRONT_AMBIENT |
929 MAT_BIT_FRONT_DIFFUSE |
930 MAT_BIT_FRONT_SPECULAR);
931 }
932
933
934 /**
935 * Update state derived from light position, spot direction.
936 * Called upon:
937 * _NEW_MODELVIEW
938 * _NEW_LIGHT
939 * _TNL_NEW_NEED_EYE_COORDS
940 *
941 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
942 * Also update on lighting space changes.
943 */
944 static void
945 compute_light_positions( struct gl_context *ctx )
946 {
947 static const GLfloat eye_z[3] = { 0, 0, 1 };
948
949 if (!ctx->Light.Enabled)
950 return;
951
952 if (ctx->_NeedEyeCoords) {
953 COPY_3V( ctx->_EyeZDir, eye_z );
954 }
955 else {
956 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
957 }
958
959 GLbitfield mask = ctx->Light._EnabledLights;
960 while (mask) {
961 const int i = u_bit_scan(&mask);
962 struct gl_light *light = &ctx->Light.Light[i];
963
964 if (ctx->_NeedEyeCoords) {
965 /* _Position is in eye coordinate space */
966 COPY_4FV( light->_Position, light->EyePosition );
967 }
968 else {
969 /* _Position is in object coordinate space */
970 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
971 light->EyePosition );
972 }
973
974 if (!(light->_Flags & LIGHT_POSITIONAL)) {
975 /* VP (VP) = Normalize( Position ) */
976 COPY_3V( light->_VP_inf_norm, light->_Position );
977 NORMALIZE_3FV( light->_VP_inf_norm );
978
979 if (!ctx->Light.Model.LocalViewer) {
980 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
981 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
982 NORMALIZE_3FV( light->_h_inf_norm );
983 }
984 light->_VP_inf_spot_attenuation = 1.0;
985 }
986 else {
987 /* positional light w/ homogeneous coordinate, divide by W */
988 GLfloat wInv = 1.0F / light->_Position[3];
989 light->_Position[0] *= wInv;
990 light->_Position[1] *= wInv;
991 light->_Position[2] *= wInv;
992 }
993
994 if (light->_Flags & LIGHT_SPOT) {
995 /* Note: we normalize the spot direction now */
996
997 if (ctx->_NeedEyeCoords) {
998 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
999 NORMALIZE_3FV( light->_NormSpotDirection );
1000 }
1001 else {
1002 GLfloat spotDir[3];
1003 COPY_3V(spotDir, light->SpotDirection);
1004 NORMALIZE_3FV(spotDir);
1005 TRANSFORM_NORMAL( light->_NormSpotDirection,
1006 spotDir,
1007 ctx->ModelviewMatrixStack.Top->m);
1008 }
1009
1010 NORMALIZE_3FV( light->_NormSpotDirection );
1011
1012 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1013 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1014 light->_NormSpotDirection);
1015
1016 if (PV_dot_dir > light->_CosCutoff) {
1017 light->_VP_inf_spot_attenuation =
1018 powf(PV_dot_dir, light->SpotExponent);
1019 }
1020 else {
1021 light->_VP_inf_spot_attenuation = 0;
1022 }
1023 }
1024 }
1025 }
1026 }
1027
1028
1029
1030 static void
1031 update_modelview_scale( struct gl_context *ctx )
1032 {
1033 ctx->_ModelViewInvScale = 1.0F;
1034 ctx->_ModelViewInvScaleEyespace = 1.0F;
1035 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1036 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1037 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1038 if (f < 1e-12f) f = 1.0f;
1039 if (ctx->_NeedEyeCoords)
1040 ctx->_ModelViewInvScale = 1.0f / sqrtf(f);
1041 else
1042 ctx->_ModelViewInvScale = sqrtf(f);
1043 ctx->_ModelViewInvScaleEyespace = 1.0f / sqrtf(f);
1044 }
1045 }
1046
1047
1048 /**
1049 * Bring up to date any state that relies on _NeedEyeCoords.
1050 */
1051 void
1052 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1053 {
1054 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1055
1056 (void) new_state;
1057 ctx->_NeedEyeCoords = GL_FALSE;
1058
1059 if (ctx->_ForceEyeCoords ||
1060 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1061 ctx->Point._Attenuated ||
1062 ctx->Light._NeedEyeCoords)
1063 ctx->_NeedEyeCoords = GL_TRUE;
1064
1065 if (ctx->Light.Enabled &&
1066 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1067 ctx->_NeedEyeCoords = GL_TRUE;
1068
1069 /* Check if the truth-value interpretations of the bitfields have
1070 * changed:
1071 */
1072 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1073 /* Recalculate all state that depends on _NeedEyeCoords.
1074 */
1075 update_modelview_scale(ctx);
1076 compute_light_positions( ctx );
1077
1078 if (ctx->Driver.LightingSpaceChange)
1079 ctx->Driver.LightingSpaceChange( ctx );
1080 }
1081 else {
1082 GLuint new_state2 = ctx->NewState;
1083
1084 /* Recalculate that same state only if it has been invalidated
1085 * by other statechanges.
1086 */
1087 if (new_state2 & _NEW_MODELVIEW)
1088 update_modelview_scale(ctx);
1089
1090 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1091 compute_light_positions( ctx );
1092 }
1093 }
1094
1095
1096 /**
1097 * Drivers may need this if the hardware tnl unit doesn't support the
1098 * light-in-modelspace optimization. It's also useful for debugging.
1099 */
1100 void
1101 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1102 {
1103 ctx->_ForceEyeCoords = !flag;
1104 ctx->NewState |= _NEW_POINT; /* one of the bits from
1105 * _MESA_NEW_NEED_EYE_COORDS.
1106 */
1107 }
1108
1109
1110
1111 /**********************************************************************/
1112 /***** Initialization *****/
1113 /**********************************************************************/
1114
1115 /**
1116 * Initialize the n-th light data structure.
1117 *
1118 * \param l pointer to the gl_light structure to be initialized.
1119 * \param n number of the light.
1120 * \note The defaults for light 0 are different than the other lights.
1121 */
1122 static void
1123 init_light( struct gl_light *l, GLuint n )
1124 {
1125 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1126 if (n==0) {
1127 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1128 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1129 }
1130 else {
1131 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1132 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1133 }
1134 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1135 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1136 l->SpotExponent = 0.0;
1137 l->SpotCutoff = 180.0;
1138 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1139 l->ConstantAttenuation = 1.0;
1140 l->LinearAttenuation = 0.0;
1141 l->QuadraticAttenuation = 0.0;
1142 l->Enabled = GL_FALSE;
1143 }
1144
1145
1146 /**
1147 * Initialize the light model data structure.
1148 *
1149 * \param lm pointer to the gl_lightmodel structure to be initialized.
1150 */
1151 static void
1152 init_lightmodel( struct gl_lightmodel *lm )
1153 {
1154 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1155 lm->LocalViewer = GL_FALSE;
1156 lm->TwoSide = GL_FALSE;
1157 lm->ColorControl = GL_SINGLE_COLOR;
1158 }
1159
1160
1161 /**
1162 * Initialize the material data structure.
1163 *
1164 * \param m pointer to the gl_material structure to be initialized.
1165 */
1166 static void
1167 init_material( struct gl_material *m )
1168 {
1169 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1170 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1171 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1172 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1173 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1174 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1175
1176 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1177 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1178 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1179 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1180 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1181 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1182 }
1183
1184
1185 /**
1186 * Initialize all lighting state for the given context.
1187 */
1188 void
1189 _mesa_init_lighting( struct gl_context *ctx )
1190 {
1191 GLuint i;
1192
1193 /* Lighting group */
1194 ctx->Light._EnabledLights = 0;
1195 for (i = 0; i < MAX_LIGHTS; i++) {
1196 init_light( &ctx->Light.Light[i], i );
1197 }
1198
1199 init_lightmodel( &ctx->Light.Model );
1200 init_material( &ctx->Light.Material );
1201 ctx->Light.ShadeModel = GL_SMOOTH;
1202 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1203 ctx->Light.Enabled = GL_FALSE;
1204 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1205 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1206 ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1207 GL_FRONT_AND_BACK,
1208 GL_AMBIENT_AND_DIFFUSE, ~0,
1209 NULL );
1210
1211 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1212 ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1213 ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1214
1215 /* Miscellaneous */
1216 ctx->Light._NeedEyeCoords = GL_FALSE;
1217 ctx->_NeedEyeCoords = GL_FALSE;
1218 ctx->_ForceEyeCoords = GL_FALSE;
1219 ctx->_ModelViewInvScale = 1.0;
1220 ctx->_ModelViewInvScaleEyespace = 1.0;
1221 }