mesa: remove DEG2RAD macro
[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 "imports.h"
30 #include "context.h"
31 #include "enums.h"
32 #include "light.h"
33 #include "macros.h"
34 #include "util/simple_list.h"
35 #include "mtypes.h"
36 #include "math/m_matrix.h"
37
38
39 void GLAPIENTRY
40 _mesa_ShadeModel( GLenum mode )
41 {
42 GET_CURRENT_CONTEXT(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
58 if (ctx->Driver.ShadeModel)
59 ctx->Driver.ShadeModel( ctx, mode );
60 }
61
62
63 /**
64 * Set the provoking vertex (the vertex which specifies the prim's
65 * color when flat shading) to either the first or last vertex of the
66 * triangle or line.
67 */
68 void GLAPIENTRY
69 _mesa_ProvokingVertex(GLenum mode)
70 {
71 GET_CURRENT_CONTEXT(ctx);
72
73 if (MESA_VERBOSE&VERBOSE_API)
74 _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
75
76 switch (mode) {
77 case GL_FIRST_VERTEX_CONVENTION_EXT:
78 case GL_LAST_VERTEX_CONVENTION_EXT:
79 break;
80 default:
81 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
82 return;
83 }
84
85 if (ctx->Light.ProvokingVertex == mode)
86 return;
87
88 FLUSH_VERTICES(ctx, _NEW_LIGHT);
89 ctx->Light.ProvokingVertex = mode;
90 }
91
92
93 /**
94 * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
95 * per-light state.
96 * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
97 * will have already been transformed by the modelview matrix!
98 * Also, all error checking should have already been done.
99 */
100 void
101 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
102 {
103 struct gl_light *light;
104
105 assert(lnum < MAX_LIGHTS);
106 light = &ctx->Light.Light[lnum];
107
108 switch (pname) {
109 case GL_AMBIENT:
110 if (TEST_EQ_4V(light->Ambient, params))
111 return;
112 FLUSH_VERTICES(ctx, _NEW_LIGHT);
113 COPY_4V( light->Ambient, params );
114 break;
115 case GL_DIFFUSE:
116 if (TEST_EQ_4V(light->Diffuse, params))
117 return;
118 FLUSH_VERTICES(ctx, _NEW_LIGHT);
119 COPY_4V( light->Diffuse, params );
120 break;
121 case GL_SPECULAR:
122 if (TEST_EQ_4V(light->Specular, params))
123 return;
124 FLUSH_VERTICES(ctx, _NEW_LIGHT);
125 COPY_4V( light->Specular, params );
126 break;
127 case GL_POSITION:
128 /* NOTE: position has already been transformed by ModelView! */
129 if (TEST_EQ_4V(light->EyePosition, params))
130 return;
131 FLUSH_VERTICES(ctx, _NEW_LIGHT);
132 COPY_4V(light->EyePosition, params);
133 if (light->EyePosition[3] != 0.0F)
134 light->_Flags |= LIGHT_POSITIONAL;
135 else
136 light->_Flags &= ~LIGHT_POSITIONAL;
137 break;
138 case GL_SPOT_DIRECTION:
139 /* NOTE: Direction already transformed by inverse ModelView! */
140 if (TEST_EQ_3V(light->SpotDirection, params))
141 return;
142 FLUSH_VERTICES(ctx, _NEW_LIGHT);
143 COPY_3V(light->SpotDirection, params);
144 break;
145 case GL_SPOT_EXPONENT:
146 assert(params[0] >= 0.0);
147 assert(params[0] <= ctx->Const.MaxSpotExponent);
148 if (light->SpotExponent == params[0])
149 return;
150 FLUSH_VERTICES(ctx, _NEW_LIGHT);
151 light->SpotExponent = params[0];
152 break;
153 case GL_SPOT_CUTOFF:
154 assert(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
155 if (light->SpotCutoff == params[0])
156 return;
157 FLUSH_VERTICES(ctx, _NEW_LIGHT);
158 light->SpotCutoff = params[0];
159 light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * M_PI / 180.0));
160 if (light->_CosCutoff < 0)
161 light->_CosCutoff = 0;
162 if (light->SpotCutoff != 180.0F)
163 light->_Flags |= LIGHT_SPOT;
164 else
165 light->_Flags &= ~LIGHT_SPOT;
166 break;
167 case GL_CONSTANT_ATTENUATION:
168 assert(params[0] >= 0.0);
169 if (light->ConstantAttenuation == params[0])
170 return;
171 FLUSH_VERTICES(ctx, _NEW_LIGHT);
172 light->ConstantAttenuation = params[0];
173 break;
174 case GL_LINEAR_ATTENUATION:
175 assert(params[0] >= 0.0);
176 if (light->LinearAttenuation == params[0])
177 return;
178 FLUSH_VERTICES(ctx, _NEW_LIGHT);
179 light->LinearAttenuation = params[0];
180 break;
181 case GL_QUADRATIC_ATTENUATION:
182 assert(params[0] >= 0.0);
183 if (light->QuadraticAttenuation == params[0])
184 return;
185 FLUSH_VERTICES(ctx, _NEW_LIGHT);
186 light->QuadraticAttenuation = params[0];
187 break;
188 default:
189 _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
190 return;
191 }
192
193 if (ctx->Driver.Lightfv)
194 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
195 }
196
197
198 void GLAPIENTRY
199 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
200 {
201 GLfloat fparam[4];
202 fparam[0] = param;
203 fparam[1] = fparam[2] = fparam[3] = 0.0F;
204 _mesa_Lightfv( light, pname, fparam );
205 }
206
207
208 void GLAPIENTRY
209 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
210 {
211 GET_CURRENT_CONTEXT(ctx);
212 GLint i = (GLint) (light - GL_LIGHT0);
213 GLfloat temp[4];
214
215 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
216 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
217 return;
218 }
219
220 /* do particular error checks, transformations */
221 switch (pname) {
222 case GL_AMBIENT:
223 case GL_DIFFUSE:
224 case GL_SPECULAR:
225 /* nothing */
226 break;
227 case GL_POSITION:
228 /* transform position by ModelView matrix */
229 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
230 params = temp;
231 break;
232 case GL_SPOT_DIRECTION:
233 /* transform direction by inverse modelview */
234 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
235 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
236 }
237 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
238 params = temp;
239 break;
240 case GL_SPOT_EXPONENT:
241 if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
242 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
243 return;
244 }
245 break;
246 case GL_SPOT_CUTOFF:
247 if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
248 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
249 return;
250 }
251 break;
252 case GL_CONSTANT_ATTENUATION:
253 if (params[0] < 0.0) {
254 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
255 return;
256 }
257 break;
258 case GL_LINEAR_ATTENUATION:
259 if (params[0] < 0.0) {
260 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
261 return;
262 }
263 break;
264 case GL_QUADRATIC_ATTENUATION:
265 if (params[0] < 0.0) {
266 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
267 return;
268 }
269 break;
270 default:
271 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
272 return;
273 }
274
275 _mesa_light(ctx, i, pname, params);
276 }
277
278
279 void GLAPIENTRY
280 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
281 {
282 GLint iparam[4];
283 iparam[0] = param;
284 iparam[1] = iparam[2] = iparam[3] = 0;
285 _mesa_Lightiv( light, pname, iparam );
286 }
287
288
289 void GLAPIENTRY
290 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
291 {
292 GLfloat fparam[4];
293
294 switch (pname) {
295 case GL_AMBIENT:
296 case GL_DIFFUSE:
297 case GL_SPECULAR:
298 fparam[0] = INT_TO_FLOAT( params[0] );
299 fparam[1] = INT_TO_FLOAT( params[1] );
300 fparam[2] = INT_TO_FLOAT( params[2] );
301 fparam[3] = INT_TO_FLOAT( params[3] );
302 break;
303 case GL_POSITION:
304 fparam[0] = (GLfloat) params[0];
305 fparam[1] = (GLfloat) params[1];
306 fparam[2] = (GLfloat) params[2];
307 fparam[3] = (GLfloat) params[3];
308 break;
309 case GL_SPOT_DIRECTION:
310 fparam[0] = (GLfloat) params[0];
311 fparam[1] = (GLfloat) params[1];
312 fparam[2] = (GLfloat) params[2];
313 break;
314 case GL_SPOT_EXPONENT:
315 case GL_SPOT_CUTOFF:
316 case GL_CONSTANT_ATTENUATION:
317 case GL_LINEAR_ATTENUATION:
318 case GL_QUADRATIC_ATTENUATION:
319 fparam[0] = (GLfloat) params[0];
320 break;
321 default:
322 /* error will be caught later in gl_Lightfv */
323 ;
324 }
325
326 _mesa_Lightfv( light, pname, fparam );
327 }
328
329
330
331 void GLAPIENTRY
332 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
333 {
334 GET_CURRENT_CONTEXT(ctx);
335 GLint l = (GLint) (light - GL_LIGHT0);
336
337 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
338 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
339 return;
340 }
341
342 switch (pname) {
343 case GL_AMBIENT:
344 COPY_4V( params, ctx->Light.Light[l].Ambient );
345 break;
346 case GL_DIFFUSE:
347 COPY_4V( params, ctx->Light.Light[l].Diffuse );
348 break;
349 case GL_SPECULAR:
350 COPY_4V( params, ctx->Light.Light[l].Specular );
351 break;
352 case GL_POSITION:
353 COPY_4V( params, ctx->Light.Light[l].EyePosition );
354 break;
355 case GL_SPOT_DIRECTION:
356 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
357 break;
358 case GL_SPOT_EXPONENT:
359 params[0] = ctx->Light.Light[l].SpotExponent;
360 break;
361 case GL_SPOT_CUTOFF:
362 params[0] = ctx->Light.Light[l].SpotCutoff;
363 break;
364 case GL_CONSTANT_ATTENUATION:
365 params[0] = ctx->Light.Light[l].ConstantAttenuation;
366 break;
367 case GL_LINEAR_ATTENUATION:
368 params[0] = ctx->Light.Light[l].LinearAttenuation;
369 break;
370 case GL_QUADRATIC_ATTENUATION:
371 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
372 break;
373 default:
374 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
375 break;
376 }
377 }
378
379
380 void GLAPIENTRY
381 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
382 {
383 GET_CURRENT_CONTEXT(ctx);
384 GLint l = (GLint) (light - GL_LIGHT0);
385
386 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
387 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
388 return;
389 }
390
391 switch (pname) {
392 case GL_AMBIENT:
393 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
394 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
395 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
396 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
397 break;
398 case GL_DIFFUSE:
399 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
400 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
401 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
402 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
403 break;
404 case GL_SPECULAR:
405 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
406 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
407 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
408 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
409 break;
410 case GL_POSITION:
411 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
412 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
413 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
414 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
415 break;
416 case GL_SPOT_DIRECTION:
417 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
418 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
419 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
420 break;
421 case GL_SPOT_EXPONENT:
422 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
423 break;
424 case GL_SPOT_CUTOFF:
425 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
426 break;
427 case GL_CONSTANT_ATTENUATION:
428 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
429 break;
430 case GL_LINEAR_ATTENUATION:
431 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
432 break;
433 case GL_QUADRATIC_ATTENUATION:
434 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
435 break;
436 default:
437 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
438 break;
439 }
440 }
441
442
443
444 /**********************************************************************/
445 /*** Light Model ***/
446 /**********************************************************************/
447
448
449 void GLAPIENTRY
450 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
451 {
452 GLenum newenum;
453 GLboolean newbool;
454 GET_CURRENT_CONTEXT(ctx);
455
456 switch (pname) {
457 case GL_LIGHT_MODEL_AMBIENT:
458 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
459 return;
460 FLUSH_VERTICES(ctx, _NEW_LIGHT);
461 COPY_4V( ctx->Light.Model.Ambient, params );
462 break;
463 case GL_LIGHT_MODEL_LOCAL_VIEWER:
464 if (ctx->API != API_OPENGL_COMPAT)
465 goto invalid_pname;
466 newbool = (params[0]!=0.0);
467 if (ctx->Light.Model.LocalViewer == newbool)
468 return;
469 FLUSH_VERTICES(ctx, _NEW_LIGHT);
470 ctx->Light.Model.LocalViewer = newbool;
471 break;
472 case GL_LIGHT_MODEL_TWO_SIDE:
473 newbool = (params[0]!=0.0);
474 if (ctx->Light.Model.TwoSide == newbool)
475 return;
476 FLUSH_VERTICES(ctx, _NEW_LIGHT);
477 ctx->Light.Model.TwoSide = newbool;
478 break;
479 case GL_LIGHT_MODEL_COLOR_CONTROL:
480 if (ctx->API != API_OPENGL_COMPAT)
481 goto invalid_pname;
482 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
483 newenum = GL_SINGLE_COLOR;
484 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
485 newenum = GL_SEPARATE_SPECULAR_COLOR;
486 else {
487 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
488 (GLint) params[0] );
489 return;
490 }
491 if (ctx->Light.Model.ColorControl == newenum)
492 return;
493 FLUSH_VERTICES(ctx, _NEW_LIGHT);
494 ctx->Light.Model.ColorControl = newenum;
495 break;
496 default:
497 goto invalid_pname;
498 }
499
500 if (ctx->Driver.LightModelfv)
501 ctx->Driver.LightModelfv( ctx, pname, params );
502
503 return;
504
505 invalid_pname:
506 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
507 return;
508 }
509
510
511 void GLAPIENTRY
512 _mesa_LightModeliv( GLenum pname, const GLint *params )
513 {
514 GLfloat fparam[4];
515
516 switch (pname) {
517 case GL_LIGHT_MODEL_AMBIENT:
518 fparam[0] = INT_TO_FLOAT( params[0] );
519 fparam[1] = INT_TO_FLOAT( params[1] );
520 fparam[2] = INT_TO_FLOAT( params[2] );
521 fparam[3] = INT_TO_FLOAT( params[3] );
522 break;
523 case GL_LIGHT_MODEL_LOCAL_VIEWER:
524 case GL_LIGHT_MODEL_TWO_SIDE:
525 case GL_LIGHT_MODEL_COLOR_CONTROL:
526 fparam[0] = (GLfloat) params[0];
527 break;
528 default:
529 /* Error will be caught later in gl_LightModelfv */
530 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
531 }
532 _mesa_LightModelfv( pname, fparam );
533 }
534
535
536 void GLAPIENTRY
537 _mesa_LightModeli( GLenum pname, GLint param )
538 {
539 GLint iparam[4];
540 iparam[0] = param;
541 iparam[1] = iparam[2] = iparam[3] = 0;
542 _mesa_LightModeliv( pname, iparam );
543 }
544
545
546 void GLAPIENTRY
547 _mesa_LightModelf( GLenum pname, GLfloat param )
548 {
549 GLfloat fparam[4];
550 fparam[0] = param;
551 fparam[1] = fparam[2] = fparam[3] = 0.0F;
552 _mesa_LightModelfv( pname, fparam );
553 }
554
555
556
557 /********** MATERIAL **********/
558
559
560 /*
561 * Given a face and pname value (ala glColorMaterial), compute a bitmask
562 * of the targeted material values.
563 */
564 GLuint
565 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
566 GLuint legal, const char *where )
567 {
568 GLuint bitmask = 0;
569
570 /* Make a bitmask indicating what material attribute(s) we're updating */
571 switch (pname) {
572 case GL_EMISSION:
573 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
574 break;
575 case GL_AMBIENT:
576 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
577 break;
578 case GL_DIFFUSE:
579 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
580 break;
581 case GL_SPECULAR:
582 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
583 break;
584 case GL_SHININESS:
585 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
586 break;
587 case GL_AMBIENT_AND_DIFFUSE:
588 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
589 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
590 break;
591 case GL_COLOR_INDEXES:
592 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
593 break;
594 default:
595 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
596 return 0;
597 }
598
599 if (face==GL_FRONT) {
600 bitmask &= FRONT_MATERIAL_BITS;
601 }
602 else if (face==GL_BACK) {
603 bitmask &= BACK_MATERIAL_BITS;
604 }
605 else if (face != GL_FRONT_AND_BACK) {
606 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
607 return 0;
608 }
609
610 if (bitmask & ~legal) {
611 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
612 return 0;
613 }
614
615 return bitmask;
616 }
617
618
619
620 /* Update derived values following a change in ctx->Light.Material
621 */
622 void
623 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
624 {
625 struct gl_light *light, *list = &ctx->Light.EnabledList;
626 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
627
628 if (MESA_VERBOSE & VERBOSE_MATERIAL)
629 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
630
631 if (!bitmask)
632 return;
633
634 /* update material ambience */
635 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
636 foreach (light, list) {
637 SCALE_3V( light->_MatAmbient[0], light->Ambient,
638 mat[MAT_ATTRIB_FRONT_AMBIENT]);
639 }
640 }
641
642 if (bitmask & MAT_BIT_BACK_AMBIENT) {
643 foreach (light, list) {
644 SCALE_3V( light->_MatAmbient[1], light->Ambient,
645 mat[MAT_ATTRIB_BACK_AMBIENT]);
646 }
647 }
648
649 /* update BaseColor = emission + scene's ambience * material's ambience */
650 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
651 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
652 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
653 ctx->Light.Model.Ambient );
654 }
655
656 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
657 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
658 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
659 ctx->Light.Model.Ambient );
660 }
661
662 /* update material diffuse values */
663 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
664 foreach (light, list) {
665 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
666 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
667 }
668 }
669
670 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
671 foreach (light, list) {
672 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
673 mat[MAT_ATTRIB_BACK_DIFFUSE] );
674 }
675 }
676
677 /* update material specular values */
678 if (bitmask & MAT_BIT_FRONT_SPECULAR) {
679 foreach (light, list) {
680 SCALE_3V( light->_MatSpecular[0], light->Specular,
681 mat[MAT_ATTRIB_FRONT_SPECULAR]);
682 }
683 }
684
685 if (bitmask & MAT_BIT_BACK_SPECULAR) {
686 foreach (light, list) {
687 SCALE_3V( light->_MatSpecular[1], light->Specular,
688 mat[MAT_ATTRIB_BACK_SPECULAR]);
689 }
690 }
691 }
692
693
694 /*
695 * Update the current materials from the given rgba color
696 * according to the bitmask in _ColorMaterialBitmask, which is
697 * set by glColorMaterial().
698 */
699 void
700 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
701 {
702 const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
703 struct gl_material *mat = &ctx->Light.Material;
704 int i;
705
706 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
707 if (bitmask & (1<<i))
708 COPY_4FV( mat->Attrib[i], color );
709
710 _mesa_update_material( ctx, bitmask );
711 }
712
713
714 void GLAPIENTRY
715 _mesa_ColorMaterial( GLenum face, GLenum mode )
716 {
717 GET_CURRENT_CONTEXT(ctx);
718 GLuint bitmask;
719 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
720 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
721 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
722 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
723
724 if (MESA_VERBOSE&VERBOSE_API)
725 _mesa_debug(ctx, "glColorMaterial %s %s\n",
726 _mesa_lookup_enum_by_nr(face),
727 _mesa_lookup_enum_by_nr(mode));
728
729 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
730 if (bitmask == 0)
731 return; /* error was recorded */
732
733 if (ctx->Light._ColorMaterialBitmask == bitmask &&
734 ctx->Light.ColorMaterialFace == face &&
735 ctx->Light.ColorMaterialMode == mode)
736 return;
737
738 FLUSH_VERTICES(ctx, _NEW_LIGHT);
739 ctx->Light._ColorMaterialBitmask = bitmask;
740 ctx->Light.ColorMaterialFace = face;
741 ctx->Light.ColorMaterialMode = mode;
742
743 if (ctx->Light.ColorMaterialEnabled) {
744 FLUSH_CURRENT( ctx, 0 );
745 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
746 }
747
748 if (ctx->Driver.ColorMaterial)
749 ctx->Driver.ColorMaterial( ctx, face, mode );
750 }
751
752
753 void GLAPIENTRY
754 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
755 {
756 GET_CURRENT_CONTEXT(ctx);
757 GLuint f;
758 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
759 FLUSH_VERTICES(ctx, 0); /* update materials */
760
761 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
762
763 if (face==GL_FRONT) {
764 f = 0;
765 }
766 else if (face==GL_BACK) {
767 f = 1;
768 }
769 else {
770 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
771 return;
772 }
773
774 switch (pname) {
775 case GL_AMBIENT:
776 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
777 break;
778 case GL_DIFFUSE:
779 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
780 break;
781 case GL_SPECULAR:
782 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
783 break;
784 case GL_EMISSION:
785 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
786 break;
787 case GL_SHININESS:
788 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
789 break;
790 case GL_COLOR_INDEXES:
791 if (ctx->API != API_OPENGL_COMPAT) {
792 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
793 return;
794 }
795 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
796 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
797 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
798 break;
799 default:
800 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
801 }
802 }
803
804
805 void GLAPIENTRY
806 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
807 {
808 GET_CURRENT_CONTEXT(ctx);
809 GLuint f;
810 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
811
812 assert(ctx->API == API_OPENGL_COMPAT);
813
814 FLUSH_VERTICES(ctx, 0); /* update materials */
815 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
816
817 if (face==GL_FRONT) {
818 f = 0;
819 }
820 else if (face==GL_BACK) {
821 f = 1;
822 }
823 else {
824 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
825 return;
826 }
827 switch (pname) {
828 case GL_AMBIENT:
829 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
830 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
831 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
832 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
833 break;
834 case GL_DIFFUSE:
835 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
836 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
837 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
838 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
839 break;
840 case GL_SPECULAR:
841 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
842 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
843 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
844 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
845 break;
846 case GL_EMISSION:
847 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
848 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
849 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
850 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
851 break;
852 case GL_SHININESS:
853 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
854 break;
855 case GL_COLOR_INDEXES:
856 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
857 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
858 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
859 break;
860 default:
861 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
862 }
863 }
864
865
866
867 /**
868 * Examine current lighting parameters to determine if the optimized lighting
869 * function can be used.
870 * Also, precompute some lighting values such as the products of light
871 * source and material ambient, diffuse and specular coefficients.
872 */
873 void
874 _mesa_update_lighting( struct gl_context *ctx )
875 {
876 GLbitfield flags = 0;
877 struct gl_light *light;
878 ctx->Light._NeedEyeCoords = GL_FALSE;
879
880 if (!ctx->Light.Enabled)
881 return;
882
883 foreach(light, &ctx->Light.EnabledList) {
884 flags |= light->_Flags;
885 }
886
887 ctx->Light._NeedVertices =
888 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
889 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
890 ctx->Light.Model.LocalViewer);
891
892 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
893 ctx->Light.Model.LocalViewer);
894
895 /* XXX: This test is overkill & needs to be fixed both for software and
896 * hardware t&l drivers. The above should be sufficient & should
897 * be tested to verify this.
898 */
899 if (ctx->Light._NeedVertices)
900 ctx->Light._NeedEyeCoords = GL_TRUE;
901
902 /* Precompute some shading values. Although we reference
903 * Light.Material here, we can get away without flushing
904 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
905 * are flushed, they will update the derived state at that time.
906 */
907 if (ctx->Light.Model.TwoSide)
908 _mesa_update_material(ctx,
909 MAT_BIT_FRONT_EMISSION |
910 MAT_BIT_FRONT_AMBIENT |
911 MAT_BIT_FRONT_DIFFUSE |
912 MAT_BIT_FRONT_SPECULAR |
913 MAT_BIT_BACK_EMISSION |
914 MAT_BIT_BACK_AMBIENT |
915 MAT_BIT_BACK_DIFFUSE |
916 MAT_BIT_BACK_SPECULAR);
917 else
918 _mesa_update_material(ctx,
919 MAT_BIT_FRONT_EMISSION |
920 MAT_BIT_FRONT_AMBIENT |
921 MAT_BIT_FRONT_DIFFUSE |
922 MAT_BIT_FRONT_SPECULAR);
923 }
924
925
926 /**
927 * Update state derived from light position, spot direction.
928 * Called upon:
929 * _NEW_MODELVIEW
930 * _NEW_LIGHT
931 * _TNL_NEW_NEED_EYE_COORDS
932 *
933 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
934 * Also update on lighting space changes.
935 */
936 static void
937 compute_light_positions( struct gl_context *ctx )
938 {
939 struct gl_light *light;
940 static const GLfloat eye_z[3] = { 0, 0, 1 };
941
942 if (!ctx->Light.Enabled)
943 return;
944
945 if (ctx->_NeedEyeCoords) {
946 COPY_3V( ctx->_EyeZDir, eye_z );
947 }
948 else {
949 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
950 }
951
952 foreach (light, &ctx->Light.EnabledList) {
953
954 if (ctx->_NeedEyeCoords) {
955 /* _Position is in eye coordinate space */
956 COPY_4FV( light->_Position, light->EyePosition );
957 }
958 else {
959 /* _Position is in object coordinate space */
960 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
961 light->EyePosition );
962 }
963
964 if (!(light->_Flags & LIGHT_POSITIONAL)) {
965 /* VP (VP) = Normalize( Position ) */
966 COPY_3V( light->_VP_inf_norm, light->_Position );
967 NORMALIZE_3FV( light->_VP_inf_norm );
968
969 if (!ctx->Light.Model.LocalViewer) {
970 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
971 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
972 NORMALIZE_3FV( light->_h_inf_norm );
973 }
974 light->_VP_inf_spot_attenuation = 1.0;
975 }
976 else {
977 /* positional light w/ homogeneous coordinate, divide by W */
978 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
979 light->_Position[0] *= wInv;
980 light->_Position[1] *= wInv;
981 light->_Position[2] *= wInv;
982 }
983
984 if (light->_Flags & LIGHT_SPOT) {
985 /* Note: we normalize the spot direction now */
986
987 if (ctx->_NeedEyeCoords) {
988 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
989 NORMALIZE_3FV( light->_NormSpotDirection );
990 }
991 else {
992 GLfloat spotDir[3];
993 COPY_3V(spotDir, light->SpotDirection);
994 NORMALIZE_3FV(spotDir);
995 TRANSFORM_NORMAL( light->_NormSpotDirection,
996 spotDir,
997 ctx->ModelviewMatrixStack.Top->m);
998 }
999
1000 NORMALIZE_3FV( light->_NormSpotDirection );
1001
1002 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1003 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1004 light->_NormSpotDirection);
1005
1006 if (PV_dot_dir > light->_CosCutoff) {
1007 light->_VP_inf_spot_attenuation =
1008 powf(PV_dot_dir, light->SpotExponent);
1009 }
1010 else {
1011 light->_VP_inf_spot_attenuation = 0;
1012 }
1013 }
1014 }
1015 }
1016 }
1017
1018
1019
1020 static void
1021 update_modelview_scale( struct gl_context *ctx )
1022 {
1023 ctx->_ModelViewInvScale = 1.0F;
1024 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1025 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1026 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1027 if (f < 1e-12) f = 1.0;
1028 if (ctx->_NeedEyeCoords)
1029 ctx->_ModelViewInvScale = 1.0f / sqrtf(f);
1030 else
1031 ctx->_ModelViewInvScale = sqrtf(f);
1032 }
1033 }
1034
1035
1036 /**
1037 * Bring up to date any state that relies on _NeedEyeCoords.
1038 */
1039 void
1040 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1041 {
1042 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1043
1044 (void) new_state;
1045 ctx->_NeedEyeCoords = GL_FALSE;
1046
1047 if (ctx->_ForceEyeCoords ||
1048 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1049 ctx->Point._Attenuated ||
1050 ctx->Light._NeedEyeCoords)
1051 ctx->_NeedEyeCoords = GL_TRUE;
1052
1053 if (ctx->Light.Enabled &&
1054 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1055 ctx->_NeedEyeCoords = GL_TRUE;
1056
1057 /* Check if the truth-value interpretations of the bitfields have
1058 * changed:
1059 */
1060 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1061 /* Recalculate all state that depends on _NeedEyeCoords.
1062 */
1063 update_modelview_scale(ctx);
1064 compute_light_positions( ctx );
1065
1066 if (ctx->Driver.LightingSpaceChange)
1067 ctx->Driver.LightingSpaceChange( ctx );
1068 }
1069 else {
1070 GLuint new_state2 = ctx->NewState;
1071
1072 /* Recalculate that same state only if it has been invalidated
1073 * by other statechanges.
1074 */
1075 if (new_state2 & _NEW_MODELVIEW)
1076 update_modelview_scale(ctx);
1077
1078 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1079 compute_light_positions( ctx );
1080 }
1081 }
1082
1083
1084 /**
1085 * Drivers may need this if the hardware tnl unit doesn't support the
1086 * light-in-modelspace optimization. It's also useful for debugging.
1087 */
1088 void
1089 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1090 {
1091 ctx->_ForceEyeCoords = !flag;
1092 ctx->NewState |= _NEW_POINT; /* one of the bits from
1093 * _MESA_NEW_NEED_EYE_COORDS.
1094 */
1095 }
1096
1097
1098
1099 /**********************************************************************/
1100 /***** Initialization *****/
1101 /**********************************************************************/
1102
1103 /**
1104 * Initialize the n-th light data structure.
1105 *
1106 * \param l pointer to the gl_light structure to be initialized.
1107 * \param n number of the light.
1108 * \note The defaults for light 0 are different than the other lights.
1109 */
1110 static void
1111 init_light( struct gl_light *l, GLuint n )
1112 {
1113 make_empty_list( l );
1114
1115 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1116 if (n==0) {
1117 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1118 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1119 }
1120 else {
1121 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1122 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1123 }
1124 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1125 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1126 l->SpotExponent = 0.0;
1127 l->SpotCutoff = 180.0;
1128 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1129 l->ConstantAttenuation = 1.0;
1130 l->LinearAttenuation = 0.0;
1131 l->QuadraticAttenuation = 0.0;
1132 l->Enabled = GL_FALSE;
1133 }
1134
1135
1136 /**
1137 * Initialize the light model data structure.
1138 *
1139 * \param lm pointer to the gl_lightmodel structure to be initialized.
1140 */
1141 static void
1142 init_lightmodel( struct gl_lightmodel *lm )
1143 {
1144 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1145 lm->LocalViewer = GL_FALSE;
1146 lm->TwoSide = GL_FALSE;
1147 lm->ColorControl = GL_SINGLE_COLOR;
1148 }
1149
1150
1151 /**
1152 * Initialize the material data structure.
1153 *
1154 * \param m pointer to the gl_material structure to be initialized.
1155 */
1156 static void
1157 init_material( struct gl_material *m )
1158 {
1159 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1160 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1161 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1162 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1163 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1164 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1165
1166 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1167 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1168 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1169 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1170 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1171 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1172 }
1173
1174
1175 /**
1176 * Initialize all lighting state for the given context.
1177 */
1178 void
1179 _mesa_init_lighting( struct gl_context *ctx )
1180 {
1181 GLuint i;
1182
1183 /* Lighting group */
1184 for (i = 0; i < MAX_LIGHTS; i++) {
1185 init_light( &ctx->Light.Light[i], i );
1186 }
1187 make_empty_list( &ctx->Light.EnabledList );
1188
1189 init_lightmodel( &ctx->Light.Model );
1190 init_material( &ctx->Light.Material );
1191 ctx->Light.ShadeModel = GL_SMOOTH;
1192 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1193 ctx->Light.Enabled = GL_FALSE;
1194 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1195 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1196 ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1197 GL_FRONT_AND_BACK,
1198 GL_AMBIENT_AND_DIFFUSE, ~0,
1199 NULL );
1200
1201 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1202 ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1203 ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1204
1205 /* Miscellaneous */
1206 ctx->Light._NeedEyeCoords = GL_FALSE;
1207 ctx->_NeedEyeCoords = GL_FALSE;
1208 ctx->_ForceEyeCoords = GL_FALSE;
1209 ctx->_ModelViewInvScale = 1.0;
1210 }