mesa: Move simple_list.h to src/util.
[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 "glheader.h"
28 #include "imports.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "light.h"
32 #include "macros.h"
33 #include "util/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
43 if (MESA_VERBOSE & VERBOSE_API)
44 _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
45
46 if (mode != GL_FLAT && mode != GL_SMOOTH) {
47 _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
48 return;
49 }
50
51 if (ctx->Light.ShadeModel == mode)
52 return;
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 switch (mode) {
76 case GL_FIRST_VERTEX_CONVENTION_EXT:
77 case GL_LAST_VERTEX_CONVENTION_EXT:
78 break;
79 default:
80 _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
81 return;
82 }
83
84 if (ctx->Light.ProvokingVertex == mode)
85 return;
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] >= 0.0);
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] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
154 if (light->SpotCutoff == params[0])
155 return;
156 FLUSH_VERTICES(ctx, _NEW_LIGHT);
157 light->SpotCutoff = params[0];
158 light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
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] >= 0.0);
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] >= 0.0);
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] >= 0.0);
182 if (light->QuadraticAttenuation == params[0])
183 return;
184 FLUSH_VERTICES(ctx, _NEW_LIGHT);
185 light->QuadraticAttenuation = params[0];
186 break;
187 default:
188 _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
189 return;
190 }
191
192 if (ctx->Driver.Lightfv)
193 ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
194 }
195
196
197 void GLAPIENTRY
198 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
199 {
200 GLfloat fparam[4];
201 fparam[0] = param;
202 fparam[1] = fparam[2] = fparam[3] = 0.0F;
203 _mesa_Lightfv( light, pname, fparam );
204 }
205
206
207 void GLAPIENTRY
208 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
209 {
210 GET_CURRENT_CONTEXT(ctx);
211 GLint i = (GLint) (light - GL_LIGHT0);
212 GLfloat temp[4];
213
214 if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
215 _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
216 return;
217 }
218
219 /* do particular error checks, transformations */
220 switch (pname) {
221 case GL_AMBIENT:
222 case GL_DIFFUSE:
223 case GL_SPECULAR:
224 /* nothing */
225 break;
226 case GL_POSITION:
227 /* transform position by ModelView matrix */
228 TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
229 params = temp;
230 break;
231 case GL_SPOT_DIRECTION:
232 /* transform direction by inverse modelview */
233 if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
234 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
235 }
236 TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
237 params = temp;
238 break;
239 case GL_SPOT_EXPONENT:
240 if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
241 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
242 return;
243 }
244 break;
245 case GL_SPOT_CUTOFF:
246 if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
247 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
248 return;
249 }
250 break;
251 case GL_CONSTANT_ATTENUATION:
252 if (params[0] < 0.0) {
253 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
254 return;
255 }
256 break;
257 case GL_LINEAR_ATTENUATION:
258 if (params[0] < 0.0) {
259 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
260 return;
261 }
262 break;
263 case GL_QUADRATIC_ATTENUATION:
264 if (params[0] < 0.0) {
265 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
266 return;
267 }
268 break;
269 default:
270 _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
271 return;
272 }
273
274 _mesa_light(ctx, i, pname, params);
275 }
276
277
278 void GLAPIENTRY
279 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
280 {
281 GLint iparam[4];
282 iparam[0] = param;
283 iparam[1] = iparam[2] = iparam[3] = 0;
284 _mesa_Lightiv( light, pname, iparam );
285 }
286
287
288 void GLAPIENTRY
289 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
290 {
291 GLfloat fparam[4];
292
293 switch (pname) {
294 case GL_AMBIENT:
295 case GL_DIFFUSE:
296 case GL_SPECULAR:
297 fparam[0] = INT_TO_FLOAT( params[0] );
298 fparam[1] = INT_TO_FLOAT( params[1] );
299 fparam[2] = INT_TO_FLOAT( params[2] );
300 fparam[3] = INT_TO_FLOAT( params[3] );
301 break;
302 case GL_POSITION:
303 fparam[0] = (GLfloat) params[0];
304 fparam[1] = (GLfloat) params[1];
305 fparam[2] = (GLfloat) params[2];
306 fparam[3] = (GLfloat) params[3];
307 break;
308 case GL_SPOT_DIRECTION:
309 fparam[0] = (GLfloat) params[0];
310 fparam[1] = (GLfloat) params[1];
311 fparam[2] = (GLfloat) params[2];
312 break;
313 case GL_SPOT_EXPONENT:
314 case GL_SPOT_CUTOFF:
315 case GL_CONSTANT_ATTENUATION:
316 case GL_LINEAR_ATTENUATION:
317 case GL_QUADRATIC_ATTENUATION:
318 fparam[0] = (GLfloat) params[0];
319 break;
320 default:
321 /* error will be caught later in gl_Lightfv */
322 ;
323 }
324
325 _mesa_Lightfv( light, pname, fparam );
326 }
327
328
329
330 void GLAPIENTRY
331 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
332 {
333 GET_CURRENT_CONTEXT(ctx);
334 GLint l = (GLint) (light - GL_LIGHT0);
335
336 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
337 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
338 return;
339 }
340
341 switch (pname) {
342 case GL_AMBIENT:
343 COPY_4V( params, ctx->Light.Light[l].Ambient );
344 break;
345 case GL_DIFFUSE:
346 COPY_4V( params, ctx->Light.Light[l].Diffuse );
347 break;
348 case GL_SPECULAR:
349 COPY_4V( params, ctx->Light.Light[l].Specular );
350 break;
351 case GL_POSITION:
352 COPY_4V( params, ctx->Light.Light[l].EyePosition );
353 break;
354 case GL_SPOT_DIRECTION:
355 COPY_3V( params, ctx->Light.Light[l].SpotDirection );
356 break;
357 case GL_SPOT_EXPONENT:
358 params[0] = ctx->Light.Light[l].SpotExponent;
359 break;
360 case GL_SPOT_CUTOFF:
361 params[0] = ctx->Light.Light[l].SpotCutoff;
362 break;
363 case GL_CONSTANT_ATTENUATION:
364 params[0] = ctx->Light.Light[l].ConstantAttenuation;
365 break;
366 case GL_LINEAR_ATTENUATION:
367 params[0] = ctx->Light.Light[l].LinearAttenuation;
368 break;
369 case GL_QUADRATIC_ATTENUATION:
370 params[0] = ctx->Light.Light[l].QuadraticAttenuation;
371 break;
372 default:
373 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
374 break;
375 }
376 }
377
378
379 void GLAPIENTRY
380 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
381 {
382 GET_CURRENT_CONTEXT(ctx);
383 GLint l = (GLint) (light - GL_LIGHT0);
384
385 if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
386 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
387 return;
388 }
389
390 switch (pname) {
391 case GL_AMBIENT:
392 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
393 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
394 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
395 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
396 break;
397 case GL_DIFFUSE:
398 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
399 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
400 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
401 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
402 break;
403 case GL_SPECULAR:
404 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
405 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
406 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
407 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
408 break;
409 case GL_POSITION:
410 params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
411 params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
412 params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
413 params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
414 break;
415 case GL_SPOT_DIRECTION:
416 params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
417 params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
418 params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
419 break;
420 case GL_SPOT_EXPONENT:
421 params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
422 break;
423 case GL_SPOT_CUTOFF:
424 params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
425 break;
426 case GL_CONSTANT_ATTENUATION:
427 params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
428 break;
429 case GL_LINEAR_ATTENUATION:
430 params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
431 break;
432 case GL_QUADRATIC_ATTENUATION:
433 params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
434 break;
435 default:
436 _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
437 break;
438 }
439 }
440
441
442
443 /**********************************************************************/
444 /*** Light Model ***/
445 /**********************************************************************/
446
447
448 void GLAPIENTRY
449 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
450 {
451 GLenum newenum;
452 GLboolean newbool;
453 GET_CURRENT_CONTEXT(ctx);
454
455 switch (pname) {
456 case GL_LIGHT_MODEL_AMBIENT:
457 if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
458 return;
459 FLUSH_VERTICES(ctx, _NEW_LIGHT);
460 COPY_4V( ctx->Light.Model.Ambient, params );
461 break;
462 case GL_LIGHT_MODEL_LOCAL_VIEWER:
463 if (ctx->API != API_OPENGL_COMPAT)
464 goto invalid_pname;
465 newbool = (params[0]!=0.0);
466 if (ctx->Light.Model.LocalViewer == newbool)
467 return;
468 FLUSH_VERTICES(ctx, _NEW_LIGHT);
469 ctx->Light.Model.LocalViewer = newbool;
470 break;
471 case GL_LIGHT_MODEL_TWO_SIDE:
472 newbool = (params[0]!=0.0);
473 if (ctx->Light.Model.TwoSide == newbool)
474 return;
475 FLUSH_VERTICES(ctx, _NEW_LIGHT);
476 ctx->Light.Model.TwoSide = newbool;
477 break;
478 case GL_LIGHT_MODEL_COLOR_CONTROL:
479 if (ctx->API != API_OPENGL_COMPAT)
480 goto invalid_pname;
481 if (params[0] == (GLfloat) GL_SINGLE_COLOR)
482 newenum = GL_SINGLE_COLOR;
483 else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
484 newenum = GL_SEPARATE_SPECULAR_COLOR;
485 else {
486 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
487 (GLint) params[0] );
488 return;
489 }
490 if (ctx->Light.Model.ColorControl == newenum)
491 return;
492 FLUSH_VERTICES(ctx, _NEW_LIGHT);
493 ctx->Light.Model.ColorControl = newenum;
494 break;
495 default:
496 goto invalid_pname;
497 }
498
499 if (ctx->Driver.LightModelfv)
500 ctx->Driver.LightModelfv( ctx, pname, params );
501
502 return;
503
504 invalid_pname:
505 _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
506 return;
507 }
508
509
510 void GLAPIENTRY
511 _mesa_LightModeliv( GLenum pname, const GLint *params )
512 {
513 GLfloat fparam[4];
514
515 switch (pname) {
516 case GL_LIGHT_MODEL_AMBIENT:
517 fparam[0] = INT_TO_FLOAT( params[0] );
518 fparam[1] = INT_TO_FLOAT( params[1] );
519 fparam[2] = INT_TO_FLOAT( params[2] );
520 fparam[3] = INT_TO_FLOAT( params[3] );
521 break;
522 case GL_LIGHT_MODEL_LOCAL_VIEWER:
523 case GL_LIGHT_MODEL_TWO_SIDE:
524 case GL_LIGHT_MODEL_COLOR_CONTROL:
525 fparam[0] = (GLfloat) params[0];
526 break;
527 default:
528 /* Error will be caught later in gl_LightModelfv */
529 ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
530 }
531 _mesa_LightModelfv( pname, fparam );
532 }
533
534
535 void GLAPIENTRY
536 _mesa_LightModeli( GLenum pname, GLint param )
537 {
538 GLint iparam[4];
539 iparam[0] = param;
540 iparam[1] = iparam[2] = iparam[3] = 0;
541 _mesa_LightModeliv( pname, iparam );
542 }
543
544
545 void GLAPIENTRY
546 _mesa_LightModelf( GLenum pname, GLfloat param )
547 {
548 GLfloat fparam[4];
549 fparam[0] = param;
550 fparam[1] = fparam[2] = fparam[3] = 0.0F;
551 _mesa_LightModelfv( pname, fparam );
552 }
553
554
555
556 /********** MATERIAL **********/
557
558
559 /*
560 * Given a face and pname value (ala glColorMaterial), compute a bitmask
561 * of the targeted material values.
562 */
563 GLuint
564 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
565 GLuint legal, const char *where )
566 {
567 GLuint bitmask = 0;
568
569 /* Make a bitmask indicating what material attribute(s) we're updating */
570 switch (pname) {
571 case GL_EMISSION:
572 bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
573 break;
574 case GL_AMBIENT:
575 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
576 break;
577 case GL_DIFFUSE:
578 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
579 break;
580 case GL_SPECULAR:
581 bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
582 break;
583 case GL_SHININESS:
584 bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
585 break;
586 case GL_AMBIENT_AND_DIFFUSE:
587 bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
588 bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
589 break;
590 case GL_COLOR_INDEXES:
591 bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
592 break;
593 default:
594 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
595 return 0;
596 }
597
598 if (face==GL_FRONT) {
599 bitmask &= FRONT_MATERIAL_BITS;
600 }
601 else if (face==GL_BACK) {
602 bitmask &= BACK_MATERIAL_BITS;
603 }
604 else if (face != GL_FRONT_AND_BACK) {
605 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
606 return 0;
607 }
608
609 if (bitmask & ~legal) {
610 _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
611 return 0;
612 }
613
614 return bitmask;
615 }
616
617
618
619 /* Update derived values following a change in ctx->Light.Material
620 */
621 void
622 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
623 {
624 struct gl_light *light, *list = &ctx->Light.EnabledList;
625 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
626
627 if (MESA_VERBOSE & VERBOSE_MATERIAL)
628 _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
629
630 if (!bitmask)
631 return;
632
633 /* update material ambience */
634 if (bitmask & MAT_BIT_FRONT_AMBIENT) {
635 foreach (light, list) {
636 SCALE_3V( light->_MatAmbient[0], light->Ambient,
637 mat[MAT_ATTRIB_FRONT_AMBIENT]);
638 }
639 }
640
641 if (bitmask & MAT_BIT_BACK_AMBIENT) {
642 foreach (light, list) {
643 SCALE_3V( light->_MatAmbient[1], light->Ambient,
644 mat[MAT_ATTRIB_BACK_AMBIENT]);
645 }
646 }
647
648 /* update BaseColor = emission + scene's ambience * material's ambience */
649 if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
650 COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
651 ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
652 ctx->Light.Model.Ambient );
653 }
654
655 if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
656 COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
657 ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
658 ctx->Light.Model.Ambient );
659 }
660
661 /* update material diffuse values */
662 if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
663 foreach (light, list) {
664 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
665 mat[MAT_ATTRIB_FRONT_DIFFUSE] );
666 }
667 }
668
669 if (bitmask & MAT_BIT_BACK_DIFFUSE) {
670 foreach (light, list) {
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 foreach (light, list) {
679 SCALE_3V( light->_MatSpecular[0], light->Specular,
680 mat[MAT_ATTRIB_FRONT_SPECULAR]);
681 }
682 }
683
684 if (bitmask & MAT_BIT_BACK_SPECULAR) {
685 foreach (light, list) {
686 SCALE_3V( light->_MatSpecular[1], light->Specular,
687 mat[MAT_ATTRIB_BACK_SPECULAR]);
688 }
689 }
690 }
691
692
693 /*
694 * Update the current materials from the given rgba color
695 * according to the bitmask in _ColorMaterialBitmask, which is
696 * set by glColorMaterial().
697 */
698 void
699 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
700 {
701 const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
702 struct gl_material *mat = &ctx->Light.Material;
703 int i;
704
705 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
706 if (bitmask & (1<<i))
707 COPY_4FV( mat->Attrib[i], color );
708
709 _mesa_update_material( ctx, bitmask );
710 }
711
712
713 void GLAPIENTRY
714 _mesa_ColorMaterial( GLenum face, GLenum mode )
715 {
716 GET_CURRENT_CONTEXT(ctx);
717 GLuint bitmask;
718 GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
719 MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
720 MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
721 MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
722
723 if (MESA_VERBOSE&VERBOSE_API)
724 _mesa_debug(ctx, "glColorMaterial %s %s\n",
725 _mesa_lookup_enum_by_nr(face),
726 _mesa_lookup_enum_by_nr(mode));
727
728 bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
729 if (bitmask == 0)
730 return; /* error was recorded */
731
732 if (ctx->Light._ColorMaterialBitmask == bitmask &&
733 ctx->Light.ColorMaterialFace == face &&
734 ctx->Light.ColorMaterialMode == mode)
735 return;
736
737 FLUSH_VERTICES(ctx, _NEW_LIGHT);
738 ctx->Light._ColorMaterialBitmask = bitmask;
739 ctx->Light.ColorMaterialFace = face;
740 ctx->Light.ColorMaterialMode = mode;
741
742 if (ctx->Light.ColorMaterialEnabled) {
743 FLUSH_CURRENT( ctx, 0 );
744 _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
745 }
746
747 if (ctx->Driver.ColorMaterial)
748 ctx->Driver.ColorMaterial( ctx, face, mode );
749 }
750
751
752 void GLAPIENTRY
753 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
754 {
755 GET_CURRENT_CONTEXT(ctx);
756 GLuint f;
757 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
758 FLUSH_VERTICES(ctx, 0); /* update materials */
759
760 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
761
762 if (face==GL_FRONT) {
763 f = 0;
764 }
765 else if (face==GL_BACK) {
766 f = 1;
767 }
768 else {
769 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
770 return;
771 }
772
773 switch (pname) {
774 case GL_AMBIENT:
775 COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
776 break;
777 case GL_DIFFUSE:
778 COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
779 break;
780 case GL_SPECULAR:
781 COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
782 break;
783 case GL_EMISSION:
784 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
785 break;
786 case GL_SHININESS:
787 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
788 break;
789 case GL_COLOR_INDEXES:
790 if (ctx->API != API_OPENGL_COMPAT) {
791 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
792 return;
793 }
794 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
795 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
796 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
797 break;
798 default:
799 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
800 }
801 }
802
803
804 void GLAPIENTRY
805 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
806 {
807 GET_CURRENT_CONTEXT(ctx);
808 GLuint f;
809 GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
810
811 ASSERT(ctx->API == API_OPENGL_COMPAT);
812
813 FLUSH_VERTICES(ctx, 0); /* update materials */
814 FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
815
816 if (face==GL_FRONT) {
817 f = 0;
818 }
819 else if (face==GL_BACK) {
820 f = 1;
821 }
822 else {
823 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
824 return;
825 }
826 switch (pname) {
827 case GL_AMBIENT:
828 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
829 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
830 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
831 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
832 break;
833 case GL_DIFFUSE:
834 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
835 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
836 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
837 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
838 break;
839 case GL_SPECULAR:
840 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
841 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
842 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
843 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
844 break;
845 case GL_EMISSION:
846 params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
847 params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
848 params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
849 params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
850 break;
851 case GL_SHININESS:
852 *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
853 break;
854 case GL_COLOR_INDEXES:
855 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
856 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
857 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
858 break;
859 default:
860 _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
861 }
862 }
863
864
865
866 /**
867 * Examine current lighting parameters to determine if the optimized lighting
868 * function can be used.
869 * Also, precompute some lighting values such as the products of light
870 * source and material ambient, diffuse and specular coefficients.
871 */
872 void
873 _mesa_update_lighting( struct gl_context *ctx )
874 {
875 GLbitfield flags = 0;
876 struct gl_light *light;
877 ctx->Light._NeedEyeCoords = GL_FALSE;
878
879 if (!ctx->Light.Enabled)
880 return;
881
882 foreach(light, &ctx->Light.EnabledList) {
883 flags |= light->_Flags;
884 }
885
886 ctx->Light._NeedVertices =
887 ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
888 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
889 ctx->Light.Model.LocalViewer);
890
891 ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
892 ctx->Light.Model.LocalViewer);
893
894 /* XXX: This test is overkill & needs to be fixed both for software and
895 * hardware t&l drivers. The above should be sufficient & should
896 * be tested to verify this.
897 */
898 if (ctx->Light._NeedVertices)
899 ctx->Light._NeedEyeCoords = GL_TRUE;
900
901 /* Precompute some shading values. Although we reference
902 * Light.Material here, we can get away without flushing
903 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
904 * are flushed, they will update the derived state at that time.
905 */
906 if (ctx->Light.Model.TwoSide)
907 _mesa_update_material(ctx,
908 MAT_BIT_FRONT_EMISSION |
909 MAT_BIT_FRONT_AMBIENT |
910 MAT_BIT_FRONT_DIFFUSE |
911 MAT_BIT_FRONT_SPECULAR |
912 MAT_BIT_BACK_EMISSION |
913 MAT_BIT_BACK_AMBIENT |
914 MAT_BIT_BACK_DIFFUSE |
915 MAT_BIT_BACK_SPECULAR);
916 else
917 _mesa_update_material(ctx,
918 MAT_BIT_FRONT_EMISSION |
919 MAT_BIT_FRONT_AMBIENT |
920 MAT_BIT_FRONT_DIFFUSE |
921 MAT_BIT_FRONT_SPECULAR);
922 }
923
924
925 /**
926 * Update state derived from light position, spot direction.
927 * Called upon:
928 * _NEW_MODELVIEW
929 * _NEW_LIGHT
930 * _TNL_NEW_NEED_EYE_COORDS
931 *
932 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
933 * Also update on lighting space changes.
934 */
935 static void
936 compute_light_positions( struct gl_context *ctx )
937 {
938 struct gl_light *light;
939 static const GLfloat eye_z[3] = { 0, 0, 1 };
940
941 if (!ctx->Light.Enabled)
942 return;
943
944 if (ctx->_NeedEyeCoords) {
945 COPY_3V( ctx->_EyeZDir, eye_z );
946 }
947 else {
948 TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
949 }
950
951 foreach (light, &ctx->Light.EnabledList) {
952
953 if (ctx->_NeedEyeCoords) {
954 /* _Position is in eye coordinate space */
955 COPY_4FV( light->_Position, light->EyePosition );
956 }
957 else {
958 /* _Position is in object coordinate space */
959 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
960 light->EyePosition );
961 }
962
963 if (!(light->_Flags & LIGHT_POSITIONAL)) {
964 /* VP (VP) = Normalize( Position ) */
965 COPY_3V( light->_VP_inf_norm, light->_Position );
966 NORMALIZE_3FV( light->_VP_inf_norm );
967
968 if (!ctx->Light.Model.LocalViewer) {
969 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
970 ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
971 NORMALIZE_3FV( light->_h_inf_norm );
972 }
973 light->_VP_inf_spot_attenuation = 1.0;
974 }
975 else {
976 /* positional light w/ homogeneous coordinate, divide by W */
977 GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
978 light->_Position[0] *= wInv;
979 light->_Position[1] *= wInv;
980 light->_Position[2] *= wInv;
981 }
982
983 if (light->_Flags & LIGHT_SPOT) {
984 /* Note: we normalize the spot direction now */
985
986 if (ctx->_NeedEyeCoords) {
987 COPY_3V( light->_NormSpotDirection, light->SpotDirection );
988 NORMALIZE_3FV( light->_NormSpotDirection );
989 }
990 else {
991 GLfloat spotDir[3];
992 COPY_3V(spotDir, light->SpotDirection);
993 NORMALIZE_3FV(spotDir);
994 TRANSFORM_NORMAL( light->_NormSpotDirection,
995 spotDir,
996 ctx->ModelviewMatrixStack.Top->m);
997 }
998
999 NORMALIZE_3FV( light->_NormSpotDirection );
1000
1001 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1002 GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1003 light->_NormSpotDirection);
1004
1005 if (PV_dot_dir > light->_CosCutoff) {
1006 light->_VP_inf_spot_attenuation =
1007 powf(PV_dot_dir, light->SpotExponent);
1008 }
1009 else {
1010 light->_VP_inf_spot_attenuation = 0;
1011 }
1012 }
1013 }
1014 }
1015 }
1016
1017
1018
1019 static void
1020 update_modelview_scale( struct gl_context *ctx )
1021 {
1022 ctx->_ModelViewInvScale = 1.0F;
1023 if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1024 const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1025 GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1026 if (f < 1e-12) f = 1.0;
1027 if (ctx->_NeedEyeCoords)
1028 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
1029 else
1030 ctx->_ModelViewInvScale = (GLfloat) sqrtf(f);
1031 }
1032 }
1033
1034
1035 /**
1036 * Bring up to date any state that relies on _NeedEyeCoords.
1037 */
1038 void
1039 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1040 {
1041 const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1042
1043 (void) new_state;
1044 ctx->_NeedEyeCoords = GL_FALSE;
1045
1046 if (ctx->_ForceEyeCoords ||
1047 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1048 ctx->Point._Attenuated ||
1049 ctx->Light._NeedEyeCoords)
1050 ctx->_NeedEyeCoords = GL_TRUE;
1051
1052 if (ctx->Light.Enabled &&
1053 !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1054 ctx->_NeedEyeCoords = GL_TRUE;
1055
1056 /* Check if the truth-value interpretations of the bitfields have
1057 * changed:
1058 */
1059 if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1060 /* Recalculate all state that depends on _NeedEyeCoords.
1061 */
1062 update_modelview_scale(ctx);
1063 compute_light_positions( ctx );
1064
1065 if (ctx->Driver.LightingSpaceChange)
1066 ctx->Driver.LightingSpaceChange( ctx );
1067 }
1068 else {
1069 GLuint new_state2 = ctx->NewState;
1070
1071 /* Recalculate that same state only if it has been invalidated
1072 * by other statechanges.
1073 */
1074 if (new_state2 & _NEW_MODELVIEW)
1075 update_modelview_scale(ctx);
1076
1077 if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1078 compute_light_positions( ctx );
1079 }
1080 }
1081
1082
1083 /**
1084 * Drivers may need this if the hardware tnl unit doesn't support the
1085 * light-in-modelspace optimization. It's also useful for debugging.
1086 */
1087 void
1088 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1089 {
1090 ctx->_ForceEyeCoords = !flag;
1091 ctx->NewState |= _NEW_POINT; /* one of the bits from
1092 * _MESA_NEW_NEED_EYE_COORDS.
1093 */
1094 }
1095
1096
1097
1098 /**********************************************************************/
1099 /***** Initialization *****/
1100 /**********************************************************************/
1101
1102 /**
1103 * Initialize the n-th light data structure.
1104 *
1105 * \param l pointer to the gl_light structure to be initialized.
1106 * \param n number of the light.
1107 * \note The defaults for light 0 are different than the other lights.
1108 */
1109 static void
1110 init_light( struct gl_light *l, GLuint n )
1111 {
1112 make_empty_list( l );
1113
1114 ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1115 if (n==0) {
1116 ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1117 ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1118 }
1119 else {
1120 ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1121 ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1122 }
1123 ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1124 ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1125 l->SpotExponent = 0.0;
1126 l->SpotCutoff = 180.0;
1127 l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
1128 l->ConstantAttenuation = 1.0;
1129 l->LinearAttenuation = 0.0;
1130 l->QuadraticAttenuation = 0.0;
1131 l->Enabled = GL_FALSE;
1132 }
1133
1134
1135 /**
1136 * Initialize the light model data structure.
1137 *
1138 * \param lm pointer to the gl_lightmodel structure to be initialized.
1139 */
1140 static void
1141 init_lightmodel( struct gl_lightmodel *lm )
1142 {
1143 ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1144 lm->LocalViewer = GL_FALSE;
1145 lm->TwoSide = GL_FALSE;
1146 lm->ColorControl = GL_SINGLE_COLOR;
1147 }
1148
1149
1150 /**
1151 * Initialize the material data structure.
1152 *
1153 * \param m pointer to the gl_material structure to be initialized.
1154 */
1155 static void
1156 init_material( struct gl_material *m )
1157 {
1158 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1159 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1160 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1161 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1162 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1163 ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1164
1165 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
1166 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
1167 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1168 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1169 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1170 ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1171 }
1172
1173
1174 /**
1175 * Initialize all lighting state for the given context.
1176 */
1177 void
1178 _mesa_init_lighting( struct gl_context *ctx )
1179 {
1180 GLuint i;
1181
1182 /* Lighting group */
1183 for (i = 0; i < MAX_LIGHTS; i++) {
1184 init_light( &ctx->Light.Light[i], i );
1185 }
1186 make_empty_list( &ctx->Light.EnabledList );
1187
1188 init_lightmodel( &ctx->Light.Model );
1189 init_material( &ctx->Light.Material );
1190 ctx->Light.ShadeModel = GL_SMOOTH;
1191 ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1192 ctx->Light.Enabled = GL_FALSE;
1193 ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1194 ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1195 ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1196 GL_FRONT_AND_BACK,
1197 GL_AMBIENT_AND_DIFFUSE, ~0,
1198 NULL );
1199
1200 ctx->Light.ColorMaterialEnabled = GL_FALSE;
1201 ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1202 ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1203
1204 /* Miscellaneous */
1205 ctx->Light._NeedEyeCoords = GL_FALSE;
1206 ctx->_NeedEyeCoords = GL_FALSE;
1207 ctx->_ForceEyeCoords = GL_FALSE;
1208 ctx->_ModelViewInvScale = 1.0;
1209 }
1210
1211
1212 /**
1213 * Deallocate malloc'd lighting state attached to given context.
1214 */
1215 void
1216 _mesa_free_lighting_data( struct gl_context *ctx )
1217 {
1218 }