Merge branch 'llvm-cliptest-viewport'
[mesa.git] / src / mesa / main / light.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 #include "glheader.h"
28 #include "imports.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "light.h"
32 #include "macros.h"
33 #include "simple_list.h"
34 #include "mtypes.h"
35 #include "math/m_matrix.h"
36
37
38 void GLAPIENTRY
39 _mesa_ShadeModel( GLenum mode )
40 {
41 GET_CURRENT_CONTEXT(ctx);
42 ASSERT_OUTSIDE_BEGIN_END(ctx);
43
44 if (MESA_VERBOSE & VERBOSE_API)
45 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
46
47 if (mode != GL_FLAT && mode != GL_SMOOTH) {
48 _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
49 return;
50 }
51
52 if (ctx->Light.ShadeModel == mode)
53 return;
54
55 FLUSH_VERTICES(ctx, _NEW_LIGHT);
56 ctx->Light.ShadeModel = mode;
57 if (mode == GL_FLAT)
58 ctx->_TriangleCaps |= DD_FLATSHADE;
59 else
60 ctx->_TriangleCaps &= ~DD_FLATSHADE;
61
62 if (ctx->Driver.ShadeModel)
63 ctx->Driver.ShadeModel( ctx, mode );
64 }
65
66
67 /**
68 * Set the provoking vertex (the vertex which specifies the prim's
69 * color when flat shading) to either the first or last vertex of the
70 * triangle or line.
71 */
72 void GLAPIENTRY
73 _mesa_ProvokingVertexEXT(GLenum mode)
74 {
75 GET_CURRENT_CONTEXT(ctx);
76 ASSERT_OUTSIDE_BEGIN_END(ctx);
77
78 if (MESA_VERBOSE&VERBOSE_API)
79 _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
80
81 switch (mode) {
82 case GL_FIRST_VERTEX_CONVENTION_EXT:
83 case GL_LAST_VERTEX_CONVENTION_EXT:
84 break;
85 default:
86 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
87 return;
88 }
89
90 if (ctx->Light.ProvokingVertex == mode)
91 return;
92
93 FLUSH_VERTICES(ctx, _NEW_LIGHT);
94 ctx->Light.ProvokingVertex = mode;
95 }
96
97
98 /**
99 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
100 * per-light state.
101 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
102 * will have already been transformed by the modelview matrix!
103 * Also, all error checking should have already been done.
104 */
105 void
106 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
107 {
108 struct gl_light *light;
109
110 ASSERT(lnum < MAX_LIGHTS);
111 light = &ctx->Light.Light[lnum];
112
113 switch (pname) {
114 case GL_AMBIENT:
115 if (TEST_EQ_4V(light->Ambient, params))
116 return;
117 FLUSH_VERTICES(ctx, _NEW_LIGHT);
118 COPY_4V( light->Ambient, params );
119 break;
120 case GL_DIFFUSE:
121 if (TEST_EQ_4V(light->Diffuse, params))
122 return;
123 FLUSH_VERTICES(ctx, _NEW_LIGHT);
124 COPY_4V( light->Diffuse, params );
125 break;
126 case GL_SPECULAR:
127 if (TEST_EQ_4V(light->Specular, params))
128 return;
129 FLUSH_VERTICES(ctx, _NEW_LIGHT);
130 COPY_4V( light->Specular, params );
131 break;
132 case GL_POSITION:
133 /* NOTE: position has already been transformed by ModelView! */
134 if (TEST_EQ_4V(light->EyePosition, params))
135 return;
136 FLUSH_VERTICES(ctx, _NEW_LIGHT);
137 COPY_4V(light->EyePosition, params);
138 if (light->EyePosition[3] != 0.0F)
139 light->_Flags |= LIGHT_POSITIONAL;
140 else
141 light->_Flags &= ~LIGHT_POSITIONAL;
142 break;
143 case GL_SPOT_DIRECTION:
144 /* NOTE: Direction already transformed by inverse ModelView! */
145 if (TEST_EQ_3V(light->SpotDirection, params))
146 return;
147 FLUSH_VERTICES(ctx, _NEW_LIGHT);
148 COPY_3V(light->SpotDirection, params);
149 break;
150 case GL_SPOT_EXPONENT:
151 ASSERT(params[0] >= 0.0);
152 ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
153 if (light->SpotExponent == params[0])
154 return;
155 FLUSH_VERTICES(ctx, _NEW_LIGHT);
156 light->SpotExponent = params[0];
157 _mesa_invalidate_spot_exp_table(light);
158 break;
159 case GL_SPOT_CUTOFF:
160 ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
161 if (light->SpotCutoff == params[0])
162 return;
163 FLUSH_VERTICES(ctx, _NEW_LIGHT);
164 light->SpotCutoff = params[0];
165 light->_CosCutoffNeg = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
166 if (light->_CosCutoffNeg < 0)
167 light->_CosCutoff = 0;
168 else
169 light->_CosCutoff = light->_CosCutoffNeg;
170 if (light->SpotCutoff != 180.0F)
171 light->_Flags |= LIGHT_SPOT;
172 else
173 light->_Flags &= ~LIGHT_SPOT;
174 break;
175 case GL_CONSTANT_ATTENUATION:
176 ASSERT(params[0] >= 0.0);
177 if (light->ConstantAttenuation == params[0])
178 return;
179 FLUSH_VERTICES(ctx, _NEW_LIGHT);
180 light->ConstantAttenuation = params[0];
181 break;
182 case GL_LINEAR_ATTENUATION:
183 ASSERT(params[0] >= 0.0);
184 if (light->LinearAttenuation == params[0])
185 return;
186 FLUSH_VERTICES(ctx, _NEW_LIGHT);
187 light->LinearAttenuation = params[0];
188 break;
189 case GL_QUADRATIC_ATTENUATION:
190 ASSERT(params[0] >= 0.0);
191 if (light->QuadraticAttenuation == params[0])
192 return;
193 FLUSH_VERTICES(ctx, _NEW_LIGHT);
194 light->QuadraticAttenuation = params[0];
195 break;
196 default:
197 _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
198 return;
199 }
200
201 if (ctx->Driver.Lightfv)
202 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
203 }
204
205
206 void GLAPIENTRY
207 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
208 {
209 GLfloat fparam[4];
210 fparam[0] = param;
211 fparam[1] = fparam[2] = fparam[3] = 0.0F;
212 _mesa_Lightfv( light, pname, fparam );
213 }
214
215
216 void GLAPIENTRY
217 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
218 {
219 GET_CURRENT_CONTEXT(ctx);
220 GLint i = (GLint) (light - GL_LIGHT0);
221 GLfloat temp[4];
222 ASSERT_OUTSIDE_BEGIN_END(ctx);
223
224 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
225 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
226 return;
227 }
228
229 /* do particular error checks, transformations */
230 switch (pname) {
231 case GL_AMBIENT:
232 case GL_DIFFUSE:
233 case GL_SPECULAR:
234 /* nothing */
235 break;
236 case GL_POSITION:
237 /* transform position by ModelView matrix */
238 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
239 params = temp;
240 break;
241 case GL_SPOT_DIRECTION:
242 /* transform direction by inverse modelview */
243 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
244 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
245 }
246 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
247 params = temp;
248 break;
249 case GL_SPOT_EXPONENT:
250 if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
251 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
252 return;
253 }
254 break;
255 case GL_SPOT_CUTOFF:
256 if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
257 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
258 return;
259 }
260 break;
261 case GL_CONSTANT_ATTENUATION:
262 if (params[0] < 0.0) {
263 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
264 return;
265 }
266 break;
267 case GL_LINEAR_ATTENUATION:
268 if (params[0] < 0.0) {
269 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
270 return;
271 }
272 break;
273 case GL_QUADRATIC_ATTENUATION:
274 if (params[0] < 0.0) {
275 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
276 return;
277 }
278 break;
279 default:
280 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
281 return;
282 }
283
284 _mesa_light(ctx, i, pname, params);
285 }
286
287
288 void GLAPIENTRY
289 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
290 {
291 GLint iparam[4];
292 iparam[0] = param;
293 iparam[1] = iparam[2] = iparam[3] = 0;
294 _mesa_Lightiv( light, pname, iparam );
295 }
296
297
298 void GLAPIENTRY
299 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
300 {
301 GLfloat fparam[4];
302
303 switch (pname) {
304 case GL_AMBIENT:
305 case GL_DIFFUSE:
306 case GL_SPECULAR:
307 fparam[0] = INT_TO_FLOAT( params[0] );
308 fparam[1] = INT_TO_FLOAT( params[1] );
309 fparam[2] = INT_TO_FLOAT( params[2] );
310 fparam[3] = INT_TO_FLOAT( params[3] );
311 break;
312 case GL_POSITION:
313 fparam[0] = (GLfloat) params[0];
314 fparam[1] = (GLfloat) params[1];
315 fparam[2] = (GLfloat) params[2];
316 fparam[3] = (GLfloat) params[3];
317 break;
318 case GL_SPOT_DIRECTION:
319 fparam[0] = (GLfloat) params[0];
320 fparam[1] = (GLfloat) params[1];
321 fparam[2] = (GLfloat) params[2];
322 break;
323 case GL_SPOT_EXPONENT:
324 case GL_SPOT_CUTOFF:
325 case GL_CONSTANT_ATTENUATION:
326 case GL_LINEAR_ATTENUATION:
327 case GL_QUADRATIC_ATTENUATION:
328 fparam[0] = (GLfloat) params[0];
329 break;
330 default:
331 /* error will be caught later in gl_Lightfv */
332 ;
333 }
334
335 _mesa_Lightfv( light, pname, fparam );
336 }
337
338
339
340 void GLAPIENTRY
341 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
342 {
343 GET_CURRENT_CONTEXT(ctx);
344 GLint l = (GLint) (light - GL_LIGHT0);
345 ASSERT_OUTSIDE_BEGIN_END(ctx);
346
347 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
348 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
349 return;
350 }
351
352 switch (pname) {
353 case GL_AMBIENT:
354 COPY_4V( params, ctx->Light.Light[l].Ambient );
355 break;
356 case GL_DIFFUSE:
357 COPY_4V( params, ctx->Light.Light[l].Diffuse );
358 break;
359 case GL_SPECULAR:
360 COPY_4V( params, ctx->Light.Light[l].Specular );
361 break;
362 case GL_POSITION:
363 COPY_4V( params, ctx->Light.Light[l].EyePosition );
364 break;
365 case GL_SPOT_DIRECTION:
366 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
367 break;
368 case GL_SPOT_EXPONENT:
369 params[0] = ctx->Light.Light[l].SpotExponent;
370 break;
371 case GL_SPOT_CUTOFF:
372 params[0] = ctx->Light.Light[l].SpotCutoff;
373 break;
374 case GL_CONSTANT_ATTENUATION:
375 params[0] = ctx->Light.Light[l].ConstantAttenuation;
376 break;
377 case GL_LINEAR_ATTENUATION:
378 params[0] = ctx->Light.Light[l].LinearAttenuation;
379 break;
380 case GL_QUADRATIC_ATTENUATION:
381 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
382 break;
383 default:
384 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
385 break;
386 }
387 }
388
389
390 void GLAPIENTRY
391 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
392 {
393 GET_CURRENT_CONTEXT(ctx);
394 GLint l = (GLint) (light - GL_LIGHT0);
395 ASSERT_OUTSIDE_BEGIN_END(ctx);
396
397 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
398 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
399 return;
400 }
401
402 switch (pname) {
403 case GL_AMBIENT:
404 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
405 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
406 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
407 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
408 break;
409 case GL_DIFFUSE:
410 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
411 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
412 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
413 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
414 break;
415 case GL_SPECULAR:
416 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
417 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
418 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
419 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
420 break;
421 case GL_POSITION:
422 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
423 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
424 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
425 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
426 break;
427 case GL_SPOT_DIRECTION:
428 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
429 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
430 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
431 break;
432 case GL_SPOT_EXPONENT:
433 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
434 break;
435 case GL_SPOT_CUTOFF:
436 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
437 break;
438 case GL_CONSTANT_ATTENUATION:
439 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
440 break;
441 case GL_LINEAR_ATTENUATION:
442 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
443 break;
444 case GL_QUADRATIC_ATTENUATION:
445 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
446 break;
447 default:
448 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
449 break;
450 }
451 }
452
453
454
455 /**********************************************************************/
456 /*** Light Model ***/
457 /**********************************************************************/
458
459
460 void GLAPIENTRY
461 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
462 {
463 GLenum newenum;
464 GLboolean newbool;
465 GET_CURRENT_CONTEXT(ctx);
466 ASSERT_OUTSIDE_BEGIN_END(ctx);
467
468 switch (pname) {
469 case GL_LIGHT_MODEL_AMBIENT:
470 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
471 return;
472 FLUSH_VERTICES(ctx, _NEW_LIGHT);
473 COPY_4V( ctx->Light.Model.Ambient, params );
474 break;
475 case GL_LIGHT_MODEL_LOCAL_VIEWER:
476 newbool = (params[0]!=0.0);
477 if (ctx->Light.Model.LocalViewer == newbool)
478 return;
479 FLUSH_VERTICES(ctx, _NEW_LIGHT);
480 ctx->Light.Model.LocalViewer = newbool;
481 break;
482 case GL_LIGHT_MODEL_TWO_SIDE:
483 newbool = (params[0]!=0.0);
484 if (ctx->Light.Model.TwoSide == newbool)
485 return;
486 FLUSH_VERTICES(ctx, _NEW_LIGHT);
487 ctx->Light.Model.TwoSide = newbool;
488 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
489 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
490 else
491 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
492 break;
493 case GL_LIGHT_MODEL_COLOR_CONTROL:
494 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
495 newenum = GL_SINGLE_COLOR;
496 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
497 newenum = GL_SEPARATE_SPECULAR_COLOR;
498 else {
499 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
500 (GLint) params[0] );
501 return;
502 }
503 if (ctx->Light.Model.ColorControl == newenum)
504 return;
505 FLUSH_VERTICES(ctx, _NEW_LIGHT);
506 ctx->Light.Model.ColorControl = newenum;
507 break;
508 default:
509 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
510 break;
511 }
512
513 if (ctx->Driver.LightModelfv)
514 ctx->Driver.LightModelfv( ctx, pname, params );
515 }
516
517
518 void GLAPIENTRY
519 _mesa_LightModeliv( GLenum pname, const GLint *params )
520 {
521 GLfloat fparam[4];
522
523 switch (pname) {
524 case GL_LIGHT_MODEL_AMBIENT:
525 fparam[0] = INT_TO_FLOAT( params[0] );
526 fparam[1] = INT_TO_FLOAT( params[1] );
527 fparam[2] = INT_TO_FLOAT( params[2] );
528 fparam[3] = INT_TO_FLOAT( params[3] );
529 break;
530 case GL_LIGHT_MODEL_LOCAL_VIEWER:
531 case GL_LIGHT_MODEL_TWO_SIDE:
532 case GL_LIGHT_MODEL_COLOR_CONTROL:
533 fparam[0] = (GLfloat) params[0];
534 break;
535 default:
536 /* Error will be caught later in gl_LightModelfv */
537 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
538 }
539 _mesa_LightModelfv( pname, fparam );
540 }
541
542
543 void GLAPIENTRY
544 _mesa_LightModeli( GLenum pname, GLint param )
545 {
546 GLint iparam[4];
547 iparam[0] = param;
548 iparam[1] = iparam[2] = iparam[3] = 0;
549 _mesa_LightModeliv( pname, iparam );
550 }
551
552
553 void GLAPIENTRY
554 _mesa_LightModelf( GLenum pname, GLfloat param )
555 {
556 GLfloat fparam[4];
557 fparam[0] = param;
558 fparam[1] = fparam[2] = fparam[3] = 0.0F;
559 _mesa_LightModelfv( pname, fparam );
560 }
561
562
563
564 /********** MATERIAL **********/
565
566
567 /*
568 * Given a face and pname value (ala glColorMaterial), compute a bitmask
569 * of the targeted material values.
570 */
571 GLuint
572 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
573 GLuint legal, const char *where )
574 {
575 GLuint bitmask = 0;
576
577 /* Make a bitmask indicating what material attribute(s) we're updating */
578 switch (pname) {
579 case GL_EMISSION:
580 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
581 break;
582 case GL_AMBIENT:
583 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
584 break;
585 case GL_DIFFUSE:
586 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
587 break;
588 case GL_SPECULAR:
589 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
590 break;
591 case GL_SHININESS:
592 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
593 break;
594 case GL_AMBIENT_AND_DIFFUSE:
595 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
596 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
597 break;
598 case GL_COLOR_INDEXES:
599 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
600 break;
601 default:
602 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
603 return 0;
604 }
605
606 if (face==GL_FRONT) {
607 bitmask &= FRONT_MATERIAL_BITS;
608 }
609 else if (face==GL_BACK) {
610 bitmask &= BACK_MATERIAL_BITS;
611 }
612 else if (face != GL_FRONT_AND_BACK) {
613 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
614 return 0;
615 }
616
617 if (bitmask & ~legal) {
618 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
619 return 0;
620 }
621
622 return bitmask;
623 }
624
625
626
627 /* Perform a straight copy between materials.
628 */
629 void
630 _mesa_copy_materials( struct gl_material *dst,
631 const struct gl_material *src,
632 GLuint bitmask )
633 {
634 int i;
635
636 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
637 if (bitmask & (1<<i))
638 COPY_4FV( dst->Attrib[i], src->Attrib[i] );
639 }
640
641
642
643 /* Update derived values following a change in ctx->Light.Material
644 */
645 void
646 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
647 {
648 struct gl_light *light, *list = &ctx->Light.EnabledList;
649 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
650
651 if (MESA_VERBOSE & VERBOSE_MATERIAL)
652 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
653
654 if (!bitmask)
655 return;
656
657 /* update material ambience */
658 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
659 foreach (light, list) {
660 SCALE_3V( light->_MatAmbient[0], light->Ambient,
661 mat[MAT_ATTRIB_FRONT_AMBIENT]);
662 }
663 }
664
665 if (bitmask & MAT_BIT_BACK_AMBIENT) {
666 foreach (light, list) {
667 SCALE_3V( light->_MatAmbient[1], light->Ambient,
668 mat[MAT_ATTRIB_BACK_AMBIENT]);
669 }
670 }
671
672 /* update BaseColor = emission + scene's ambience * material's ambience */
673 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
674 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
675 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
676 ctx->Light.Model.Ambient );
677 }
678
679 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
680 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
681 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
682 ctx->Light.Model.Ambient );
683 }
684
685 /* update material diffuse values */
686 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
687 foreach (light, list) {
688 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
689 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
690 }
691 }
692
693 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
694 foreach (light, list) {
695 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
696 mat[MAT_ATTRIB_BACK_DIFFUSE] );
697 }
698 }
699
700 /* update material specular values */
701 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
702 foreach (light, list) {
703 SCALE_3V( light->_MatSpecular[0], light->Specular,
704 mat[MAT_ATTRIB_FRONT_SPECULAR]);
705 }
706 }
707
708 if (bitmask & MAT_BIT_BACK_SPECULAR) {
709 foreach (light, list) {
710 SCALE_3V( light->_MatSpecular[1], light->Specular,
711 mat[MAT_ATTRIB_BACK_SPECULAR]);
712 }
713 }
714
715 if (bitmask & MAT_BIT_FRONT_SHININESS) {
716 _mesa_invalidate_shine_table( ctx, 0 );
717 }
718
719 if (bitmask & MAT_BIT_BACK_SHININESS) {
720 _mesa_invalidate_shine_table( ctx, 1 );
721 }
722 }
723
724
725 /*
726 * Update the current materials from the given rgba color
727 * according to the bitmask in ColorMaterialBitmask, which is
728 * set by glColorMaterial().
729 */
730 void
731 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
732 {
733 GLuint bitmask = ctx->Light.ColorMaterialBitmask;
734 struct gl_material *mat = &ctx->Light.Material;
735 int i;
736
737 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
738 if (bitmask & (1<<i))
739 COPY_4FV( mat->Attrib[i], color );
740
741 _mesa_update_material( ctx, bitmask );
742 }
743
744
745 void GLAPIENTRY
746 _mesa_ColorMaterial( GLenum face, GLenum mode )
747 {
748 GET_CURRENT_CONTEXT(ctx);
749 GLuint bitmask;
750 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
751 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
752 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
753 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
754 ASSERT_OUTSIDE_BEGIN_END(ctx);
755
756 if (MESA_VERBOSE&VERBOSE_API)
757 _mesa_debug(ctx, "glColorMaterial %s %s\n",
758 _mesa_lookup_enum_by_nr(face),
759 _mesa_lookup_enum_by_nr(mode));
760
761 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
762
763 if (ctx->Light.ColorMaterialBitmask == bitmask &&
764 ctx->Light.ColorMaterialFace == face &&
765 ctx->Light.ColorMaterialMode == mode)
766 return;
767
768 FLUSH_VERTICES(ctx, _NEW_LIGHT);
769 ctx->Light.ColorMaterialBitmask = bitmask;
770 ctx->Light.ColorMaterialFace = face;
771 ctx->Light.ColorMaterialMode = mode;
772
773 if (ctx->Light.ColorMaterialEnabled) {
774 FLUSH_CURRENT( ctx, 0 );
775 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
776 }
777
778 if (ctx->Driver.ColorMaterial)
779 ctx->Driver.ColorMaterial( ctx, face, mode );
780 }
781
782
783 void GLAPIENTRY
784 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
785 {
786 GET_CURRENT_CONTEXT(ctx);
787 GLuint f;
788 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
789 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
790
791 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
792
793 if (face==GL_FRONT) {
794 f = 0;
795 }
796 else if (face==GL_BACK) {
797 f = 1;
798 }
799 else {
800 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
801 return;
802 }
803
804 switch (pname) {
805 case GL_AMBIENT:
806 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
807 break;
808 case GL_DIFFUSE:
809 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
810 break;
811 case GL_SPECULAR:
812 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
813 break;
814 case GL_EMISSION:
815 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
816 break;
817 case GL_SHININESS:
818 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
819 break;
820 case GL_COLOR_INDEXES:
821 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
822 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
823 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
824 break;
825 default:
826 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
827 }
828 }
829
830
831 void GLAPIENTRY
832 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
833 {
834 GET_CURRENT_CONTEXT(ctx);
835 GLuint f;
836 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
837 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
838
839 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
840
841 if (face==GL_FRONT) {
842 f = 0;
843 }
844 else if (face==GL_BACK) {
845 f = 1;
846 }
847 else {
848 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
849 return;
850 }
851 switch (pname) {
852 case GL_AMBIENT:
853 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
854 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
855 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
856 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
857 break;
858 case GL_DIFFUSE:
859 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
860 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
861 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
862 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
863 break;
864 case GL_SPECULAR:
865 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
866 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
867 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
868 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
869 break;
870 case GL_EMISSION:
871 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
872 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
873 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
874 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
875 break;
876 case GL_SHININESS:
877 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
878 break;
879 case GL_COLOR_INDEXES:
880 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
881 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
882 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
883 break;
884 default:
885 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
886 }
887 }
888
889
890
891 /**********************************************************************/
892 /***** Lighting computation *****/
893 /**********************************************************************/
894
895
896 /*
897 * Notes:
898 * When two-sided lighting is enabled we compute the color (or index)
899 * for both the front and back side of the primitive. Then, when the
900 * orientation of the facet is later learned, we can determine which
901 * color (or index) to use for rendering.
902 *
903 * KW: We now know orientation in advance and only shade for
904 * the side or sides which are actually required.
905 *
906 * Variables:
907 * n = normal vector
908 * V = vertex position
909 * P = light source position
910 * Pe = (0,0,0,1)
911 *
912 * Precomputed:
913 * IF P[3]==0 THEN
914 * // light at infinity
915 * IF local_viewer THEN
916 * _VP_inf_norm = unit vector from V to P // Precompute
917 * ELSE
918 * // eye at infinity
919 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
920 * ENDIF
921 * ENDIF
922 *
923 * Functions:
924 * Normalize( v ) = normalized vector v
925 * Magnitude( v ) = length of vector v
926 */
927
928
929
930 /*
931 * Whenever the spotlight exponent for a light changes we must call
932 * this function to recompute the exponent lookup table.
933 */
934 void
935 _mesa_invalidate_spot_exp_table( struct gl_light *l )
936 {
937 l->_SpotExpTable[0][0] = -1;
938 }
939
940
941 static void
942 validate_spot_exp_table( struct gl_light *l )
943 {
944 GLint i;
945 GLdouble exponent = l->SpotExponent;
946 GLdouble tmp = 0;
947 GLint clamp = 0;
948
949 l->_SpotExpTable[0][0] = 0.0;
950
951 for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
952 if (clamp == 0) {
953 tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
954 if (tmp < FLT_MIN * 100.0) {
955 tmp = 0.0;
956 clamp = 1;
957 }
958 }
959 l->_SpotExpTable[i][0] = (GLfloat) tmp;
960 }
961 for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
962 l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
963 l->_SpotExpTable[i][0]);
964 }
965 l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
966 }
967
968
969
970 /* Calculate a new shine table. Doing this here saves a branch in
971 * lighting, and the cost of doing it early may be partially offset
972 * by keeping a MRU cache of shine tables for various shine values.
973 */
974 void
975 _mesa_invalidate_shine_table( struct gl_context *ctx, GLuint side )
976 {
977 ASSERT(side < 2);
978 if (ctx->_ShineTable[side])
979 ctx->_ShineTable[side]->refcount--;
980 ctx->_ShineTable[side] = NULL;
981 }
982
983
984 static void
985 validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
986 {
987 struct gl_shine_tab *list = ctx->_ShineTabList;
988 struct gl_shine_tab *s;
989
990 ASSERT(side < 2);
991
992 foreach(s, list)
993 if ( s->shininess == shininess )
994 break;
995
996 if (s == list) {
997 GLint j;
998 GLfloat *m;
999
1000 foreach(s, list)
1001 if (s->refcount == 0)
1002 break;
1003
1004 m = s->tab;
1005 m[0] = 0.0;
1006 if (shininess == 0.0) {
1007 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
1008 m[j] = 1.0;
1009 }
1010 else {
1011 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
1012 GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
1013 if (x < 0.005) /* underflow check */
1014 x = 0.005;
1015 t = pow(x, shininess);
1016 if (t > 1e-20)
1017 m[j] = (GLfloat) t;
1018 else
1019 m[j] = 0.0;
1020 }
1021 m[SHINE_TABLE_SIZE] = 1.0;
1022 }
1023
1024 s->shininess = shininess;
1025 }
1026
1027 if (ctx->_ShineTable[side])
1028 ctx->_ShineTable[side]->refcount--;
1029
1030 ctx->_ShineTable[side] = s;
1031 move_to_tail( list, s );
1032 s->refcount++;
1033 }
1034
1035
1036 void
1037 _mesa_validate_all_lighting_tables( struct gl_context *ctx )
1038 {
1039 GLuint i;
1040 GLfloat shininess;
1041
1042 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
1043 if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
1044 validate_shine_table( ctx, 0, shininess );
1045
1046 shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
1047 if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
1048 validate_shine_table( ctx, 1, shininess );
1049
1050 for (i = 0; i < ctx->Const.MaxLights; i++)
1051 if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
1052 validate_spot_exp_table( &ctx->Light.Light[i] );
1053 }
1054
1055
1056 /**
1057 * Examine current lighting parameters to determine if the optimized lighting
1058 * function can be used.
1059 * Also, precompute some lighting values such as the products of light
1060 * source and material ambient, diffuse and specular coefficients.
1061 */
1062 void
1063 _mesa_update_lighting( struct gl_context *ctx )
1064 {
1065 struct gl_light *light;
1066 ctx->Light._NeedEyeCoords = GL_FALSE;
1067 ctx->Light._Flags = 0;
1068
1069 if (!ctx->Light.Enabled)
1070 return;
1071
1072 foreach(light, &ctx->Light.EnabledList) {
1073 ctx->Light._Flags |= light->_Flags;
1074 }
1075
1076 ctx->Light._NeedVertices =
1077 ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
1078 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
1079 ctx->Light.Model.LocalViewer);
1080
1081 ctx->Light._NeedEyeCoords = ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
1082 ctx->Light.Model.LocalViewer);
1083
1084 /* XXX: This test is overkill & needs to be fixed both for software and
1085 * hardware t&l drivers. The above should be sufficient & should
1086 * be tested to verify this.
1087 */
1088 if (ctx->Light._NeedVertices)
1089 ctx->Light._NeedEyeCoords = GL_TRUE;
1090
1091 /* Precompute some shading values. Although we reference
1092 * Light.Material here, we can get away without flushing
1093 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1094 * are flushed, they will update the derived state at that time.
1095 */
1096 if (ctx->Light.Model.TwoSide)
1097 _mesa_update_material(ctx,
1098 MAT_BIT_FRONT_EMISSION |
1099 MAT_BIT_FRONT_AMBIENT |
1100 MAT_BIT_FRONT_DIFFUSE |
1101 MAT_BIT_FRONT_SPECULAR |
1102 MAT_BIT_BACK_EMISSION |
1103 MAT_BIT_BACK_AMBIENT |
1104 MAT_BIT_BACK_DIFFUSE |
1105 MAT_BIT_BACK_SPECULAR);
1106 else
1107 _mesa_update_material(ctx,
1108 MAT_BIT_FRONT_EMISSION |
1109 MAT_BIT_FRONT_AMBIENT |
1110 MAT_BIT_FRONT_DIFFUSE |
1111 MAT_BIT_FRONT_SPECULAR);
1112 }
1113
1114
1115 /**
1116 * Update state derived from light position, spot direction.
1117 * Called upon:
1118 * _NEW_MODELVIEW
1119 * _NEW_LIGHT
1120 * _TNL_NEW_NEED_EYE_COORDS
1121 *
1122 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1123 * Also update on lighting space changes.
1124 */
1125 static void
1126 compute_light_positions( struct gl_context *ctx )
1127 {
1128 struct gl_light *light;
1129 static const GLfloat eye_z[3] = { 0, 0, 1 };
1130
1131 if (!ctx->Light.Enabled)
1132 return;
1133
1134 if (ctx->_NeedEyeCoords) {
1135 COPY_3V( ctx->_EyeZDir, eye_z );
1136 }
1137 else {
1138 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1139 }
1140
1141 foreach (light, &ctx->Light.EnabledList) {
1142
1143 if (ctx->_NeedEyeCoords) {
1144 /* _Position is in eye coordinate space */
1145 COPY_4FV( light->_Position, light->EyePosition );
1146 }
1147 else {
1148 /* _Position is in object coordinate space */
1149 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1150 light->EyePosition );
1151 }
1152
1153 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1154 /* VP (VP) = Normalize( Position ) */
1155 COPY_3V( light->_VP_inf_norm, light->_Position );
1156 NORMALIZE_3FV( light->_VP_inf_norm );
1157
1158 if (!ctx->Light.Model.LocalViewer) {
1159 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1160 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1161 NORMALIZE_3FV( light->_h_inf_norm );
1162 }
1163 light->_VP_inf_spot_attenuation = 1.0;
1164 }
1165 else {
1166 /* positional light w/ homogeneous coordinate, divide by W */
1167 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
1168 light->_Position[0] *= wInv;
1169 light->_Position[1] *= wInv;
1170 light->_Position[2] *= wInv;
1171 }
1172
1173 if (light->_Flags & LIGHT_SPOT) {
1174 /* Note: we normalize the spot direction now */
1175
1176 if (ctx->_NeedEyeCoords) {
1177 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
1178 NORMALIZE_3FV( light->_NormSpotDirection );
1179 }
1180 else {
1181 GLfloat spotDir[3];
1182 COPY_3V(spotDir, light->SpotDirection);
1183 NORMALIZE_3FV(spotDir);
1184 TRANSFORM_NORMAL( light->_NormSpotDirection,
1185 spotDir,
1186 ctx->ModelviewMatrixStack.Top->m);
1187 }
1188
1189 NORMALIZE_3FV( light->_NormSpotDirection );
1190
1191 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1192 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1193 light->_NormSpotDirection);
1194
1195 if (PV_dot_dir > light->_CosCutoff) {
1196 double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
1197 int k = (int) x;
1198 light->_VP_inf_spot_attenuation =
1199 (GLfloat) (light->_SpotExpTable[k][0] +
1200 (x-k)*light->_SpotExpTable[k][1]);
1201 }
1202 else {
1203 light->_VP_inf_spot_attenuation = 0;
1204 }
1205 }
1206 }
1207 }
1208 }
1209
1210
1211
1212 static void
1213 update_modelview_scale( struct gl_context *ctx )
1214 {
1215 ctx->_ModelViewInvScale = 1.0F;
1216 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1217 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1218 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1219 if (f < 1e-12) f = 1.0;
1220 if (ctx->_NeedEyeCoords)
1221 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
1222 else
1223 ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
1224 }
1225 }
1226
1227
1228 /**
1229 * Bring up to date any state that relies on _NeedEyeCoords.
1230 */
1231 void
1232 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1233 {
1234 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1235
1236 (void) new_state;
1237 ctx->_NeedEyeCoords = GL_FALSE;
1238
1239 if (ctx->_ForceEyeCoords ||
1240 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1241 ctx->Point._Attenuated ||
1242 ctx->Light._NeedEyeCoords)
1243 ctx->_NeedEyeCoords = GL_TRUE;
1244
1245 if (ctx->Light.Enabled &&
1246 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1247 ctx->_NeedEyeCoords = GL_TRUE;
1248
1249 /* Check if the truth-value interpretations of the bitfields have
1250 * changed:
1251 */
1252 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1253 /* Recalculate all state that depends on _NeedEyeCoords.
1254 */
1255 update_modelview_scale(ctx);
1256 compute_light_positions( ctx );
1257
1258 if (ctx->Driver.LightingSpaceChange)
1259 ctx->Driver.LightingSpaceChange( ctx );
1260 }
1261 else {
1262 GLuint new_state2 = ctx->NewState;
1263
1264 /* Recalculate that same state only if it has been invalidated
1265 * by other statechanges.
1266 */
1267 if (new_state2 & _NEW_MODELVIEW)
1268 update_modelview_scale(ctx);
1269
1270 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1271 compute_light_positions( ctx );
1272 }
1273 }
1274
1275
1276 /**
1277 * Drivers may need this if the hardware tnl unit doesn't support the
1278 * light-in-modelspace optimization. It's also useful for debugging.
1279 */
1280 void
1281 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1282 {
1283 ctx->_ForceEyeCoords = !flag;
1284 ctx->NewState |= _NEW_POINT; /* one of the bits from
1285 * _MESA_NEW_NEED_EYE_COORDS.
1286 */
1287 }
1288
1289
1290
1291 /**********************************************************************/
1292 /***** Initialization *****/
1293 /**********************************************************************/
1294
1295 /**
1296 * Initialize the n-th light data structure.
1297 *
1298 * \param l pointer to the gl_light structure to be initialized.
1299 * \param n number of the light.
1300 * \note The defaults for light 0 are different than the other lights.
1301 */
1302 static void
1303 init_light( struct gl_light *l, GLuint n )
1304 {
1305 make_empty_list( l );
1306
1307 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1308 if (n==0) {
1309 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1310 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1311 }
1312 else {
1313 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1314 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1315 }
1316 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1317 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1318 l->SpotExponent = 0.0;
1319 _mesa_invalidate_spot_exp_table( l );
1320 l->SpotCutoff = 180.0;
1321 l->_CosCutoffNeg = -1.0f;
1322 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1323 l->ConstantAttenuation = 1.0;
1324 l->LinearAttenuation = 0.0;
1325 l->QuadraticAttenuation = 0.0;
1326 l->Enabled = GL_FALSE;
1327 }
1328
1329
1330 /**
1331 * Initialize the light model data structure.
1332 *
1333 * \param lm pointer to the gl_lightmodel structure to be initialized.
1334 */
1335 static void
1336 init_lightmodel( struct gl_lightmodel *lm )
1337 {
1338 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1339 lm->LocalViewer = GL_FALSE;
1340 lm->TwoSide = GL_FALSE;
1341 lm->ColorControl = GL_SINGLE_COLOR;
1342 }
1343
1344
1345 /**
1346 * Initialize the material data structure.
1347 *
1348 * \param m pointer to the gl_material structure to be initialized.
1349 */
1350 static void
1351 init_material( struct gl_material *m )
1352 {
1353 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1354 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1355 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1356 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1357 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1358 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1359
1360 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1361 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1362 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1363 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1364 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1365 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1366 }
1367
1368
1369 /**
1370 * Initialize all lighting state for the given context.
1371 */
1372 void
1373 _mesa_init_lighting( struct gl_context *ctx )
1374 {
1375 GLuint i;
1376
1377 /* Lighting group */
1378 for (i = 0; i < MAX_LIGHTS; i++) {
1379 init_light( &ctx->Light.Light[i], i );
1380 }
1381 make_empty_list( &ctx->Light.EnabledList );
1382
1383 init_lightmodel( &ctx->Light.Model );
1384 init_material( &ctx->Light.Material );
1385 ctx->Light.ShadeModel = GL_SMOOTH;
1386 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1387 ctx->Light.Enabled = GL_FALSE;
1388 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1389 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1390 ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1391 GL_FRONT_AND_BACK,
1392 GL_AMBIENT_AND_DIFFUSE, ~0,
1393 NULL );
1394
1395 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1396 ctx->Light.ClampVertexColor = GL_TRUE;
1397
1398 /* Lighting miscellaneous */
1399 ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
1400 make_empty_list( ctx->_ShineTabList );
1401 /* Allocate 10 (arbitrary) shininess lookup tables */
1402 for (i = 0 ; i < 10 ; i++) {
1403 struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
1404 s->shininess = -1;
1405 s->refcount = 0;
1406 insert_at_tail( ctx->_ShineTabList, s );
1407 }
1408
1409 /* Miscellaneous */
1410 ctx->Light._NeedEyeCoords = GL_FALSE;
1411 ctx->_NeedEyeCoords = GL_FALSE;
1412 ctx->_ForceEyeCoords = GL_FALSE;
1413 ctx->_ModelViewInvScale = 1.0;
1414 }
1415
1416
1417 /**
1418 * Deallocate malloc'd lighting state attached to given context.
1419 */
1420 void
1421 _mesa_free_lighting_data( struct gl_context *ctx )
1422 {
1423 struct gl_shine_tab *s, *tmps;
1424
1425 /* Free lighting shininess exponentiation table */
1426 foreach_s( s, tmps, ctx->_ShineTabList ) {
1427 free( s );
1428 }
1429 free( ctx->_ShineTabList );
1430 }