diff options
Diffstat (limited to 'mesalib/src/mesa/main/light.c')
-rw-r--r-- | mesalib/src/mesa/main/light.c | 2863 |
1 files changed, 1433 insertions, 1430 deletions
diff --git a/mesalib/src/mesa/main/light.c b/mesalib/src/mesa/main/light.c index 888e5622e..60daa89a3 100644 --- a/mesalib/src/mesa/main/light.c +++ b/mesalib/src/mesa/main/light.c @@ -1,1430 +1,1433 @@ -/*
- * Mesa 3-D graphics library
- * Version: 7.5
- *
- * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
- * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-
-#include "glheader.h"
-#include "imports.h"
-#include "context.h"
-#include "enums.h"
-#include "light.h"
-#include "macros.h"
-#include "simple_list.h"
-#include "mtypes.h"
-#include "math/m_matrix.h"
-
-
-void GLAPIENTRY
-_mesa_ShadeModel( GLenum mode )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
-
- if (mode != GL_FLAT && mode != GL_SMOOTH) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
- return;
- }
-
- if (ctx->Light.ShadeModel == mode)
- return;
-
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- ctx->Light.ShadeModel = mode;
- if (mode == GL_FLAT)
- ctx->_TriangleCaps |= DD_FLATSHADE;
- else
- ctx->_TriangleCaps &= ~DD_FLATSHADE;
-
- if (ctx->Driver.ShadeModel)
- ctx->Driver.ShadeModel( ctx, mode );
-}
-
-
-/**
- * Set the provoking vertex (the vertex which specifies the prim's
- * color when flat shading) to either the first or last vertex of the
- * triangle or line.
- */
-void GLAPIENTRY
-_mesa_ProvokingVertexEXT(GLenum mode)
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (MESA_VERBOSE&VERBOSE_API)
- _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
-
- switch (mode) {
- case GL_FIRST_VERTEX_CONVENTION_EXT:
- case GL_LAST_VERTEX_CONVENTION_EXT:
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
- return;
- }
-
- if (ctx->Light.ProvokingVertex == mode)
- return;
-
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- ctx->Light.ProvokingVertex = mode;
-}
-
-
-/**
- * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
- * per-light state.
- * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
- * will have already been transformed by the modelview matrix!
- * Also, all error checking should have already been done.
- */
-void
-_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
-{
- struct gl_light *light;
-
- ASSERT(lnum < MAX_LIGHTS);
- light = &ctx->Light.Light[lnum];
-
- switch (pname) {
- case GL_AMBIENT:
- if (TEST_EQ_4V(light->Ambient, params))
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_4V( light->Ambient, params );
- break;
- case GL_DIFFUSE:
- if (TEST_EQ_4V(light->Diffuse, params))
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_4V( light->Diffuse, params );
- break;
- case GL_SPECULAR:
- if (TEST_EQ_4V(light->Specular, params))
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_4V( light->Specular, params );
- break;
- case GL_POSITION:
- /* NOTE: position has already been transformed by ModelView! */
- if (TEST_EQ_4V(light->EyePosition, params))
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_4V(light->EyePosition, params);
- if (light->EyePosition[3] != 0.0F)
- light->_Flags |= LIGHT_POSITIONAL;
- else
- light->_Flags &= ~LIGHT_POSITIONAL;
- break;
- case GL_SPOT_DIRECTION:
- /* NOTE: Direction already transformed by inverse ModelView! */
- if (TEST_EQ_3V(light->SpotDirection, params))
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_3V(light->SpotDirection, params);
- break;
- case GL_SPOT_EXPONENT:
- ASSERT(params[0] >= 0.0);
- ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
- if (light->SpotExponent == params[0])
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- light->SpotExponent = params[0];
- _mesa_invalidate_spot_exp_table(light);
- break;
- case GL_SPOT_CUTOFF:
- ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
- if (light->SpotCutoff == params[0])
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- light->SpotCutoff = params[0];
- light->_CosCutoffNeg = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
- if (light->_CosCutoffNeg < 0)
- light->_CosCutoff = 0;
- else
- light->_CosCutoff = light->_CosCutoffNeg;
- if (light->SpotCutoff != 180.0F)
- light->_Flags |= LIGHT_SPOT;
- else
- light->_Flags &= ~LIGHT_SPOT;
- break;
- case GL_CONSTANT_ATTENUATION:
- ASSERT(params[0] >= 0.0);
- if (light->ConstantAttenuation == params[0])
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- light->ConstantAttenuation = params[0];
- break;
- case GL_LINEAR_ATTENUATION:
- ASSERT(params[0] >= 0.0);
- if (light->LinearAttenuation == params[0])
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- light->LinearAttenuation = params[0];
- break;
- case GL_QUADRATIC_ATTENUATION:
- ASSERT(params[0] >= 0.0);
- if (light->QuadraticAttenuation == params[0])
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- light->QuadraticAttenuation = params[0];
- break;
- default:
- _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
- return;
- }
-
- if (ctx->Driver.Lightfv)
- ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
-}
-
-
-void GLAPIENTRY
-_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
-{
- GLfloat fparam[4];
- fparam[0] = param;
- fparam[1] = fparam[2] = fparam[3] = 0.0F;
- _mesa_Lightfv( light, pname, fparam );
-}
-
-
-void GLAPIENTRY
-_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i = (GLint) (light - GL_LIGHT0);
- GLfloat temp[4];
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
- return;
- }
-
- /* do particular error checks, transformations */
- switch (pname) {
- case GL_AMBIENT:
- case GL_DIFFUSE:
- case GL_SPECULAR:
- /* nothing */
- break;
- case GL_POSITION:
- /* transform position by ModelView matrix */
- TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
- params = temp;
- break;
- case GL_SPOT_DIRECTION:
- /* transform direction by inverse modelview */
- if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
- _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
- }
- TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
- params = temp;
- break;
- case GL_SPOT_EXPONENT:
- if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
- return;
- }
- break;
- case GL_SPOT_CUTOFF:
- if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
- return;
- }
- break;
- case GL_CONSTANT_ATTENUATION:
- if (params[0] < 0.0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
- return;
- }
- break;
- case GL_LINEAR_ATTENUATION:
- if (params[0] < 0.0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
- return;
- }
- break;
- case GL_QUADRATIC_ATTENUATION:
- if (params[0] < 0.0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
- return;
- }
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
- return;
- }
-
- _mesa_light(ctx, i, pname, params);
-}
-
-
-void GLAPIENTRY
-_mesa_Lighti( GLenum light, GLenum pname, GLint param )
-{
- GLint iparam[4];
- iparam[0] = param;
- iparam[1] = iparam[2] = iparam[3] = 0;
- _mesa_Lightiv( light, pname, iparam );
-}
-
-
-void GLAPIENTRY
-_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
-{
- GLfloat fparam[4];
-
- switch (pname) {
- case GL_AMBIENT:
- case GL_DIFFUSE:
- case GL_SPECULAR:
- fparam[0] = INT_TO_FLOAT( params[0] );
- fparam[1] = INT_TO_FLOAT( params[1] );
- fparam[2] = INT_TO_FLOAT( params[2] );
- fparam[3] = INT_TO_FLOAT( params[3] );
- break;
- case GL_POSITION:
- fparam[0] = (GLfloat) params[0];
- fparam[1] = (GLfloat) params[1];
- fparam[2] = (GLfloat) params[2];
- fparam[3] = (GLfloat) params[3];
- break;
- case GL_SPOT_DIRECTION:
- fparam[0] = (GLfloat) params[0];
- fparam[1] = (GLfloat) params[1];
- fparam[2] = (GLfloat) params[2];
- break;
- case GL_SPOT_EXPONENT:
- case GL_SPOT_CUTOFF:
- case GL_CONSTANT_ATTENUATION:
- case GL_LINEAR_ATTENUATION:
- case GL_QUADRATIC_ATTENUATION:
- fparam[0] = (GLfloat) params[0];
- break;
- default:
- /* error will be caught later in gl_Lightfv */
- ;
- }
-
- _mesa_Lightfv( light, pname, fparam );
-}
-
-
-
-void GLAPIENTRY
-_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint l = (GLint) (light - GL_LIGHT0);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- COPY_4V( params, ctx->Light.Light[l].Ambient );
- break;
- case GL_DIFFUSE:
- COPY_4V( params, ctx->Light.Light[l].Diffuse );
- break;
- case GL_SPECULAR:
- COPY_4V( params, ctx->Light.Light[l].Specular );
- break;
- case GL_POSITION:
- COPY_4V( params, ctx->Light.Light[l].EyePosition );
- break;
- case GL_SPOT_DIRECTION:
- COPY_3V( params, ctx->Light.Light[l].SpotDirection );
- break;
- case GL_SPOT_EXPONENT:
- params[0] = ctx->Light.Light[l].SpotExponent;
- break;
- case GL_SPOT_CUTOFF:
- params[0] = ctx->Light.Light[l].SpotCutoff;
- break;
- case GL_CONSTANT_ATTENUATION:
- params[0] = ctx->Light.Light[l].ConstantAttenuation;
- break;
- case GL_LINEAR_ATTENUATION:
- params[0] = ctx->Light.Light[l].LinearAttenuation;
- break;
- case GL_QUADRATIC_ATTENUATION:
- params[0] = ctx->Light.Light[l].QuadraticAttenuation;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
- break;
- }
-}
-
-
-void GLAPIENTRY
-_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint l = (GLint) (light - GL_LIGHT0);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
- break;
- case GL_DIFFUSE:
- params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
- break;
- case GL_SPECULAR:
- params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
- break;
- case GL_POSITION:
- params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
- params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
- params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
- params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
- break;
- case GL_SPOT_DIRECTION:
- params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
- params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
- params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
- break;
- case GL_SPOT_EXPONENT:
- params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
- break;
- case GL_SPOT_CUTOFF:
- params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
- break;
- case GL_CONSTANT_ATTENUATION:
- params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
- break;
- case GL_LINEAR_ATTENUATION:
- params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
- break;
- case GL_QUADRATIC_ATTENUATION:
- params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
- break;
- }
-}
-
-
-
-/**********************************************************************/
-/*** Light Model ***/
-/**********************************************************************/
-
-
-void GLAPIENTRY
-_mesa_LightModelfv( GLenum pname, const GLfloat *params )
-{
- GLenum newenum;
- GLboolean newbool;
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- switch (pname) {
- case GL_LIGHT_MODEL_AMBIENT:
- if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- COPY_4V( ctx->Light.Model.Ambient, params );
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- newbool = (params[0]!=0.0);
- if (ctx->Light.Model.LocalViewer == newbool)
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- ctx->Light.Model.LocalViewer = newbool;
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- newbool = (params[0]!=0.0);
- if (ctx->Light.Model.TwoSide == newbool)
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- ctx->Light.Model.TwoSide = newbool;
- if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
- ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
- else
- ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
- break;
- case GL_LIGHT_MODEL_COLOR_CONTROL:
- if (params[0] == (GLfloat) GL_SINGLE_COLOR)
- newenum = GL_SINGLE_COLOR;
- else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
- newenum = GL_SEPARATE_SPECULAR_COLOR;
- else {
- _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
- (GLint) params[0] );
- return;
- }
- if (ctx->Light.Model.ColorControl == newenum)
- return;
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- ctx->Light.Model.ColorControl = newenum;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
- break;
- }
-
- if (ctx->Driver.LightModelfv)
- ctx->Driver.LightModelfv( ctx, pname, params );
-}
-
-
-void GLAPIENTRY
-_mesa_LightModeliv( GLenum pname, const GLint *params )
-{
- GLfloat fparam[4];
-
- switch (pname) {
- case GL_LIGHT_MODEL_AMBIENT:
- fparam[0] = INT_TO_FLOAT( params[0] );
- fparam[1] = INT_TO_FLOAT( params[1] );
- fparam[2] = INT_TO_FLOAT( params[2] );
- fparam[3] = INT_TO_FLOAT( params[3] );
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- case GL_LIGHT_MODEL_TWO_SIDE:
- case GL_LIGHT_MODEL_COLOR_CONTROL:
- fparam[0] = (GLfloat) params[0];
- break;
- default:
- /* Error will be caught later in gl_LightModelfv */
- ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
- }
- _mesa_LightModelfv( pname, fparam );
-}
-
-
-void GLAPIENTRY
-_mesa_LightModeli( GLenum pname, GLint param )
-{
- GLint iparam[4];
- iparam[0] = param;
- iparam[1] = iparam[2] = iparam[3] = 0;
- _mesa_LightModeliv( pname, iparam );
-}
-
-
-void GLAPIENTRY
-_mesa_LightModelf( GLenum pname, GLfloat param )
-{
- GLfloat fparam[4];
- fparam[0] = param;
- fparam[1] = fparam[2] = fparam[3] = 0.0F;
- _mesa_LightModelfv( pname, fparam );
-}
-
-
-
-/********** MATERIAL **********/
-
-
-/*
- * Given a face and pname value (ala glColorMaterial), compute a bitmask
- * of the targeted material values.
- */
-GLuint
-_mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
- GLuint legal, const char *where )
-{
- GLuint bitmask = 0;
-
- /* Make a bitmask indicating what material attribute(s) we're updating */
- switch (pname) {
- case GL_EMISSION:
- bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
- break;
- case GL_AMBIENT:
- bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
- break;
- case GL_DIFFUSE:
- bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
- break;
- case GL_SPECULAR:
- bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
- break;
- case GL_SHININESS:
- bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
- break;
- case GL_AMBIENT_AND_DIFFUSE:
- bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
- bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
- break;
- case GL_COLOR_INDEXES:
- bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
- return 0;
- }
-
- if (face==GL_FRONT) {
- bitmask &= FRONT_MATERIAL_BITS;
- }
- else if (face==GL_BACK) {
- bitmask &= BACK_MATERIAL_BITS;
- }
- else if (face != GL_FRONT_AND_BACK) {
- _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
- return 0;
- }
-
- if (bitmask & ~legal) {
- _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
- return 0;
- }
-
- return bitmask;
-}
-
-
-
-/* Perform a straight copy between materials.
- */
-void
-_mesa_copy_materials( struct gl_material *dst,
- const struct gl_material *src,
- GLuint bitmask )
-{
- int i;
-
- for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
- if (bitmask & (1<<i))
- COPY_4FV( dst->Attrib[i], src->Attrib[i] );
-}
-
-
-
-/* Update derived values following a change in ctx->Light.Material
- */
-void
-_mesa_update_material( struct gl_context *ctx, GLuint bitmask )
-{
- struct gl_light *light, *list = &ctx->Light.EnabledList;
- GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
-
- if (MESA_VERBOSE & VERBOSE_MATERIAL)
- _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
-
- if (!bitmask)
- return;
-
- /* update material ambience */
- if (bitmask & MAT_BIT_FRONT_AMBIENT) {
- foreach (light, list) {
- SCALE_3V( light->_MatAmbient[0], light->Ambient,
- mat[MAT_ATTRIB_FRONT_AMBIENT]);
- }
- }
-
- if (bitmask & MAT_BIT_BACK_AMBIENT) {
- foreach (light, list) {
- SCALE_3V( light->_MatAmbient[1], light->Ambient,
- mat[MAT_ATTRIB_BACK_AMBIENT]);
- }
- }
-
- /* update BaseColor = emission + scene's ambience * material's ambience */
- if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
- COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
- ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
- ctx->Light.Model.Ambient );
- }
-
- if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
- COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
- ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
- ctx->Light.Model.Ambient );
- }
-
- /* update material diffuse values */
- if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
- foreach (light, list) {
- SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
- mat[MAT_ATTRIB_FRONT_DIFFUSE] );
- }
- }
-
- if (bitmask & MAT_BIT_BACK_DIFFUSE) {
- foreach (light, list) {
- SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
- mat[MAT_ATTRIB_BACK_DIFFUSE] );
- }
- }
-
- /* update material specular values */
- if (bitmask & MAT_BIT_FRONT_SPECULAR) {
- foreach (light, list) {
- SCALE_3V( light->_MatSpecular[0], light->Specular,
- mat[MAT_ATTRIB_FRONT_SPECULAR]);
- }
- }
-
- if (bitmask & MAT_BIT_BACK_SPECULAR) {
- foreach (light, list) {
- SCALE_3V( light->_MatSpecular[1], light->Specular,
- mat[MAT_ATTRIB_BACK_SPECULAR]);
- }
- }
-
- if (bitmask & MAT_BIT_FRONT_SHININESS) {
- _mesa_invalidate_shine_table( ctx, 0 );
- }
-
- if (bitmask & MAT_BIT_BACK_SHININESS) {
- _mesa_invalidate_shine_table( ctx, 1 );
- }
-}
-
-
-/*
- * Update the current materials from the given rgba color
- * according to the bitmask in ColorMaterialBitmask, which is
- * set by glColorMaterial().
- */
-void
-_mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
-{
- GLuint bitmask = ctx->Light.ColorMaterialBitmask;
- struct gl_material *mat = &ctx->Light.Material;
- int i;
-
- for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
- if (bitmask & (1<<i))
- COPY_4FV( mat->Attrib[i], color );
-
- _mesa_update_material( ctx, bitmask );
-}
-
-
-void GLAPIENTRY
-_mesa_ColorMaterial( GLenum face, GLenum mode )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLuint bitmask;
- GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
- MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
- MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
- MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (MESA_VERBOSE&VERBOSE_API)
- _mesa_debug(ctx, "glColorMaterial %s %s\n",
- _mesa_lookup_enum_by_nr(face),
- _mesa_lookup_enum_by_nr(mode));
-
- bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
-
- if (ctx->Light.ColorMaterialBitmask == bitmask &&
- ctx->Light.ColorMaterialFace == face &&
- ctx->Light.ColorMaterialMode == mode)
- return;
-
- FLUSH_VERTICES(ctx, _NEW_LIGHT);
- ctx->Light.ColorMaterialBitmask = bitmask;
- ctx->Light.ColorMaterialFace = face;
- ctx->Light.ColorMaterialMode = mode;
-
- if (ctx->Light.ColorMaterialEnabled) {
- FLUSH_CURRENT( ctx, 0 );
- _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
- }
-
- if (ctx->Driver.ColorMaterial)
- ctx->Driver.ColorMaterial( ctx, face, mode );
-}
-
-
-void GLAPIENTRY
-_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLuint f;
- GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
-
- FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
-
- if (face==GL_FRONT) {
- f = 0;
- }
- else if (face==GL_BACK) {
- f = 1;
- }
- else {
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
- break;
- case GL_DIFFUSE:
- COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
- break;
- case GL_SPECULAR:
- COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
- break;
- case GL_EMISSION:
- COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
- break;
- case GL_SHININESS:
- *params = mat[MAT_ATTRIB_SHININESS(f)][0];
- break;
- case GL_COLOR_INDEXES:
- params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
- params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
- params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
- }
-}
-
-
-void GLAPIENTRY
-_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- GLuint f;
- GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
-
- FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
-
- if (face==GL_FRONT) {
- f = 0;
- }
- else if (face==GL_BACK) {
- f = 1;
- }
- else {
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
- return;
- }
- switch (pname) {
- case GL_AMBIENT:
- params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
- params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
- params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
- params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
- break;
- case GL_DIFFUSE:
- params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
- params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
- params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
- params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
- break;
- case GL_SPECULAR:
- params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
- params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
- params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
- params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
- break;
- case GL_EMISSION:
- params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
- params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
- params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
- params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
- break;
- case GL_SHININESS:
- *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
- break;
- case GL_COLOR_INDEXES:
- params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
- params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
- params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
- }
-}
-
-
-
-/**********************************************************************/
-/***** Lighting computation *****/
-/**********************************************************************/
-
-
-/*
- * Notes:
- * When two-sided lighting is enabled we compute the color (or index)
- * for both the front and back side of the primitive. Then, when the
- * orientation of the facet is later learned, we can determine which
- * color (or index) to use for rendering.
- *
- * KW: We now know orientation in advance and only shade for
- * the side or sides which are actually required.
- *
- * Variables:
- * n = normal vector
- * V = vertex position
- * P = light source position
- * Pe = (0,0,0,1)
- *
- * Precomputed:
- * IF P[3]==0 THEN
- * // light at infinity
- * IF local_viewer THEN
- * _VP_inf_norm = unit vector from V to P // Precompute
- * ELSE
- * // eye at infinity
- * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
- * ENDIF
- * ENDIF
- *
- * Functions:
- * Normalize( v ) = normalized vector v
- * Magnitude( v ) = length of vector v
- */
-
-
-
-/*
- * Whenever the spotlight exponent for a light changes we must call
- * this function to recompute the exponent lookup table.
- */
-void
-_mesa_invalidate_spot_exp_table( struct gl_light *l )
-{
- l->_SpotExpTable[0][0] = -1;
-}
-
-
-static void
-validate_spot_exp_table( struct gl_light *l )
-{
- GLint i;
- GLdouble exponent = l->SpotExponent;
- GLdouble tmp = 0;
- GLint clamp = 0;
-
- l->_SpotExpTable[0][0] = 0.0;
-
- for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
- if (clamp == 0) {
- tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
- if (tmp < FLT_MIN * 100.0) {
- tmp = 0.0;
- clamp = 1;
- }
- }
- l->_SpotExpTable[i][0] = (GLfloat) tmp;
- }
- for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
- l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
- l->_SpotExpTable[i][0]);
- }
- l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
-}
-
-
-
-/* Calculate a new shine table. Doing this here saves a branch in
- * lighting, and the cost of doing it early may be partially offset
- * by keeping a MRU cache of shine tables for various shine values.
- */
-void
-_mesa_invalidate_shine_table( struct gl_context *ctx, GLuint side )
-{
- ASSERT(side < 2);
- if (ctx->_ShineTable[side])
- ctx->_ShineTable[side]->refcount--;
- ctx->_ShineTable[side] = NULL;
-}
-
-
-static void
-validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
-{
- struct gl_shine_tab *list = ctx->_ShineTabList;
- struct gl_shine_tab *s;
-
- ASSERT(side < 2);
-
- foreach(s, list)
- if ( s->shininess == shininess )
- break;
-
- if (s == list) {
- GLint j;
- GLfloat *m;
-
- foreach(s, list)
- if (s->refcount == 0)
- break;
-
- m = s->tab;
- m[0] = 0.0;
- if (shininess == 0.0) {
- for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
- m[j] = 1.0;
- }
- else {
- for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
- GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
- if (x < 0.005) /* underflow check */
- x = 0.005;
- t = pow(x, shininess);
- if (t > 1e-20)
- m[j] = (GLfloat) t;
- else
- m[j] = 0.0;
- }
- m[SHINE_TABLE_SIZE] = 1.0;
- }
-
- s->shininess = shininess;
- }
-
- if (ctx->_ShineTable[side])
- ctx->_ShineTable[side]->refcount--;
-
- ctx->_ShineTable[side] = s;
- move_to_tail( list, s );
- s->refcount++;
-}
-
-
-void
-_mesa_validate_all_lighting_tables( struct gl_context *ctx )
-{
- GLuint i;
- GLfloat shininess;
-
- shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
- if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
- validate_shine_table( ctx, 0, shininess );
-
- shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
- if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
- validate_shine_table( ctx, 1, shininess );
-
- for (i = 0; i < ctx->Const.MaxLights; i++)
- if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
- validate_spot_exp_table( &ctx->Light.Light[i] );
-}
-
-
-/**
- * Examine current lighting parameters to determine if the optimized lighting
- * function can be used.
- * Also, precompute some lighting values such as the products of light
- * source and material ambient, diffuse and specular coefficients.
- */
-void
-_mesa_update_lighting( struct gl_context *ctx )
-{
- struct gl_light *light;
- ctx->Light._NeedEyeCoords = GL_FALSE;
- ctx->Light._Flags = 0;
-
- if (!ctx->Light.Enabled)
- return;
-
- foreach(light, &ctx->Light.EnabledList) {
- ctx->Light._Flags |= light->_Flags;
- }
-
- ctx->Light._NeedVertices =
- ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
- ctx->Light.Model.LocalViewer);
-
- ctx->Light._NeedEyeCoords = ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
- ctx->Light.Model.LocalViewer);
-
- /* XXX: This test is overkill & needs to be fixed both for software and
- * hardware t&l drivers. The above should be sufficient & should
- * be tested to verify this.
- */
- if (ctx->Light._NeedVertices)
- ctx->Light._NeedEyeCoords = GL_TRUE;
-
- /* Precompute some shading values. Although we reference
- * Light.Material here, we can get away without flushing
- * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
- * are flushed, they will update the derived state at that time.
- */
- if (ctx->Light.Model.TwoSide)
- _mesa_update_material(ctx,
- MAT_BIT_FRONT_EMISSION |
- MAT_BIT_FRONT_AMBIENT |
- MAT_BIT_FRONT_DIFFUSE |
- MAT_BIT_FRONT_SPECULAR |
- MAT_BIT_BACK_EMISSION |
- MAT_BIT_BACK_AMBIENT |
- MAT_BIT_BACK_DIFFUSE |
- MAT_BIT_BACK_SPECULAR);
- else
- _mesa_update_material(ctx,
- MAT_BIT_FRONT_EMISSION |
- MAT_BIT_FRONT_AMBIENT |
- MAT_BIT_FRONT_DIFFUSE |
- MAT_BIT_FRONT_SPECULAR);
-}
-
-
-/**
- * Update state derived from light position, spot direction.
- * Called upon:
- * _NEW_MODELVIEW
- * _NEW_LIGHT
- * _TNL_NEW_NEED_EYE_COORDS
- *
- * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
- * Also update on lighting space changes.
- */
-static void
-compute_light_positions( struct gl_context *ctx )
-{
- struct gl_light *light;
- static const GLfloat eye_z[3] = { 0, 0, 1 };
-
- if (!ctx->Light.Enabled)
- return;
-
- if (ctx->_NeedEyeCoords) {
- COPY_3V( ctx->_EyeZDir, eye_z );
- }
- else {
- TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
- }
-
- foreach (light, &ctx->Light.EnabledList) {
-
- if (ctx->_NeedEyeCoords) {
- /* _Position is in eye coordinate space */
- COPY_4FV( light->_Position, light->EyePosition );
- }
- else {
- /* _Position is in object coordinate space */
- TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
- light->EyePosition );
- }
-
- if (!(light->_Flags & LIGHT_POSITIONAL)) {
- /* VP (VP) = Normalize( Position ) */
- COPY_3V( light->_VP_inf_norm, light->_Position );
- NORMALIZE_3FV( light->_VP_inf_norm );
-
- if (!ctx->Light.Model.LocalViewer) {
- /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
- ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
- NORMALIZE_3FV( light->_h_inf_norm );
- }
- light->_VP_inf_spot_attenuation = 1.0;
- }
- else {
- /* positional light w/ homogeneous coordinate, divide by W */
- GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
- light->_Position[0] *= wInv;
- light->_Position[1] *= wInv;
- light->_Position[2] *= wInv;
- }
-
- if (light->_Flags & LIGHT_SPOT) {
- /* Note: we normalize the spot direction now */
-
- if (ctx->_NeedEyeCoords) {
- COPY_3V( light->_NormSpotDirection, light->SpotDirection );
- NORMALIZE_3FV( light->_NormSpotDirection );
- }
- else {
- GLfloat spotDir[3];
- COPY_3V(spotDir, light->SpotDirection);
- NORMALIZE_3FV(spotDir);
- TRANSFORM_NORMAL( light->_NormSpotDirection,
- spotDir,
- ctx->ModelviewMatrixStack.Top->m);
- }
-
- NORMALIZE_3FV( light->_NormSpotDirection );
-
- if (!(light->_Flags & LIGHT_POSITIONAL)) {
- GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
- light->_NormSpotDirection);
-
- if (PV_dot_dir > light->_CosCutoff) {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- light->_VP_inf_spot_attenuation =
- (GLfloat) (light->_SpotExpTable[k][0] +
- (x-k)*light->_SpotExpTable[k][1]);
- }
- else {
- light->_VP_inf_spot_attenuation = 0;
- }
- }
- }
- }
-}
-
-
-
-static void
-update_modelview_scale( struct gl_context *ctx )
-{
- ctx->_ModelViewInvScale = 1.0F;
- if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
- const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
- GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
- if (f < 1e-12) f = 1.0;
- if (ctx->_NeedEyeCoords)
- ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
- else
- ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
- }
-}
-
-
-/**
- * Bring up to date any state that relies on _NeedEyeCoords.
- */
-void
-_mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
-{
- const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
-
- (void) new_state;
- ctx->_NeedEyeCoords = GL_FALSE;
-
- if (ctx->_ForceEyeCoords ||
- (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
- ctx->Point._Attenuated ||
- ctx->Light._NeedEyeCoords)
- ctx->_NeedEyeCoords = GL_TRUE;
-
- if (ctx->Light.Enabled &&
- !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
- ctx->_NeedEyeCoords = GL_TRUE;
-
- /* Check if the truth-value interpretations of the bitfields have
- * changed:
- */
- if (oldneedeyecoords != ctx->_NeedEyeCoords) {
- /* Recalculate all state that depends on _NeedEyeCoords.
- */
- update_modelview_scale(ctx);
- compute_light_positions( ctx );
-
- if (ctx->Driver.LightingSpaceChange)
- ctx->Driver.LightingSpaceChange( ctx );
- }
- else {
- GLuint new_state2 = ctx->NewState;
-
- /* Recalculate that same state only if it has been invalidated
- * by other statechanges.
- */
- if (new_state2 & _NEW_MODELVIEW)
- update_modelview_scale(ctx);
-
- if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
- compute_light_positions( ctx );
- }
-}
-
-
-/**
- * Drivers may need this if the hardware tnl unit doesn't support the
- * light-in-modelspace optimization. It's also useful for debugging.
- */
-void
-_mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
-{
- ctx->_ForceEyeCoords = !flag;
- ctx->NewState |= _NEW_POINT; /* one of the bits from
- * _MESA_NEW_NEED_EYE_COORDS.
- */
-}
-
-
-
-/**********************************************************************/
-/***** Initialization *****/
-/**********************************************************************/
-
-/**
- * Initialize the n-th light data structure.
- *
- * \param l pointer to the gl_light structure to be initialized.
- * \param n number of the light.
- * \note The defaults for light 0 are different than the other lights.
- */
-static void
-init_light( struct gl_light *l, GLuint n )
-{
- make_empty_list( l );
-
- ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
- if (n==0) {
- ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
- ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
- }
- else {
- ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
- ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
- }
- ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
- ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
- l->SpotExponent = 0.0;
- _mesa_invalidate_spot_exp_table( l );
- l->SpotCutoff = 180.0;
- l->_CosCutoffNeg = -1.0f;
- l->_CosCutoff = 0.0; /* KW: -ve values not admitted */
- l->ConstantAttenuation = 1.0;
- l->LinearAttenuation = 0.0;
- l->QuadraticAttenuation = 0.0;
- l->Enabled = GL_FALSE;
-}
-
-
-/**
- * Initialize the light model data structure.
- *
- * \param lm pointer to the gl_lightmodel structure to be initialized.
- */
-static void
-init_lightmodel( struct gl_lightmodel *lm )
-{
- ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
- lm->LocalViewer = GL_FALSE;
- lm->TwoSide = GL_FALSE;
- lm->ColorControl = GL_SINGLE_COLOR;
-}
-
-
-/**
- * Initialize the material data structure.
- *
- * \param m pointer to the gl_material structure to be initialized.
- */
-static void
-init_material( struct gl_material *m )
-{
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
-
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
- ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
-}
-
-
-/**
- * Initialize all lighting state for the given context.
- */
-void
-_mesa_init_lighting( struct gl_context *ctx )
-{
- GLuint i;
-
- /* Lighting group */
- for (i = 0; i < MAX_LIGHTS; i++) {
- init_light( &ctx->Light.Light[i], i );
- }
- make_empty_list( &ctx->Light.EnabledList );
-
- init_lightmodel( &ctx->Light.Model );
- init_material( &ctx->Light.Material );
- ctx->Light.ShadeModel = GL_SMOOTH;
- ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
- ctx->Light.Enabled = GL_FALSE;
- ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
- ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
- ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
- GL_FRONT_AND_BACK,
- GL_AMBIENT_AND_DIFFUSE, ~0,
- NULL );
-
- ctx->Light.ColorMaterialEnabled = GL_FALSE;
- ctx->Light.ClampVertexColor = GL_TRUE;
-
- /* Lighting miscellaneous */
- ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
- make_empty_list( ctx->_ShineTabList );
- /* Allocate 10 (arbitrary) shininess lookup tables */
- for (i = 0 ; i < 10 ; i++) {
- struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
- s->shininess = -1;
- s->refcount = 0;
- insert_at_tail( ctx->_ShineTabList, s );
- }
-
- /* Miscellaneous */
- ctx->Light._NeedEyeCoords = GL_FALSE;
- ctx->_NeedEyeCoords = GL_FALSE;
- ctx->_ForceEyeCoords = GL_FALSE;
- ctx->_ModelViewInvScale = 1.0;
-}
-
-
-/**
- * Deallocate malloc'd lighting state attached to given context.
- */
-void
-_mesa_free_lighting_data( struct gl_context *ctx )
-{
- struct gl_shine_tab *s, *tmps;
-
- /* Free lighting shininess exponentiation table */
- foreach_s( s, tmps, ctx->_ShineTabList ) {
- free( s );
- }
- free( ctx->_ShineTabList );
-}
+/* + * Mesa 3-D graphics library + * Version: 7.5 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#include "glheader.h" +#include "imports.h" +#include "context.h" +#include "enums.h" +#include "light.h" +#include "macros.h" +#include "simple_list.h" +#include "mtypes.h" +#include "math/m_matrix.h" + + +void GLAPIENTRY +_mesa_ShadeModel( GLenum mode ) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode)); + + if (mode != GL_FLAT && mode != GL_SMOOTH) { + _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel"); + return; + } + + if (ctx->Light.ShadeModel == mode) + return; + + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.ShadeModel = mode; + if (mode == GL_FLAT) + ctx->_TriangleCaps |= DD_FLATSHADE; + else + ctx->_TriangleCaps &= ~DD_FLATSHADE; + + if (ctx->Driver.ShadeModel) + ctx->Driver.ShadeModel( ctx, mode ); +} + + +/** + * Set the provoking vertex (the vertex which specifies the prim's + * color when flat shading) to either the first or last vertex of the + * triangle or line. + */ +void GLAPIENTRY +_mesa_ProvokingVertexEXT(GLenum mode) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (MESA_VERBOSE&VERBOSE_API) + _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode); + + switch (mode) { + case GL_FIRST_VERTEX_CONVENTION_EXT: + case GL_LAST_VERTEX_CONVENTION_EXT: + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode); + return; + } + + if (ctx->Light.ProvokingVertex == mode) + return; + + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.ProvokingVertex = mode; +} + + +/** + * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set + * per-light state. + * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction + * will have already been transformed by the modelview matrix! + * Also, all error checking should have already been done. + */ +void +_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params) +{ + struct gl_light *light; + + ASSERT(lnum < MAX_LIGHTS); + light = &ctx->Light.Light[lnum]; + + switch (pname) { + case GL_AMBIENT: + if (TEST_EQ_4V(light->Ambient, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Ambient, params ); + break; + case GL_DIFFUSE: + if (TEST_EQ_4V(light->Diffuse, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Diffuse, params ); + break; + case GL_SPECULAR: + if (TEST_EQ_4V(light->Specular, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Specular, params ); + break; + case GL_POSITION: + /* NOTE: position has already been transformed by ModelView! */ + if (TEST_EQ_4V(light->EyePosition, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V(light->EyePosition, params); + if (light->EyePosition[3] != 0.0F) + light->_Flags |= LIGHT_POSITIONAL; + else + light->_Flags &= ~LIGHT_POSITIONAL; + break; + case GL_SPOT_DIRECTION: + /* NOTE: Direction already transformed by inverse ModelView! */ + if (TEST_EQ_3V(light->SpotDirection, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_3V(light->SpotDirection, params); + break; + case GL_SPOT_EXPONENT: + ASSERT(params[0] >= 0.0); + ASSERT(params[0] <= ctx->Const.MaxSpotExponent); + if (light->SpotExponent == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->SpotExponent = params[0]; + _mesa_invalidate_spot_exp_table(light); + break; + case GL_SPOT_CUTOFF: + ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0)); + if (light->SpotCutoff == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->SpotCutoff = params[0]; + light->_CosCutoffNeg = (GLfloat) (cos(light->SpotCutoff * DEG2RAD)); + if (light->_CosCutoffNeg < 0) + light->_CosCutoff = 0; + else + light->_CosCutoff = light->_CosCutoffNeg; + if (light->SpotCutoff != 180.0F) + light->_Flags |= LIGHT_SPOT; + else + light->_Flags &= ~LIGHT_SPOT; + break; + case GL_CONSTANT_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->ConstantAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->ConstantAttenuation = params[0]; + break; + case GL_LINEAR_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->LinearAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->LinearAttenuation = params[0]; + break; + case GL_QUADRATIC_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->QuadraticAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->QuadraticAttenuation = params[0]; + break; + default: + _mesa_problem(ctx, "Unexpected pname in _mesa_light()"); + return; + } + + if (ctx->Driver.Lightfv) + ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params ); +} + + +void GLAPIENTRY +_mesa_Lightf( GLenum light, GLenum pname, GLfloat param ) +{ + GLfloat fparam[4]; + fparam[0] = param; + fparam[1] = fparam[2] = fparam[3] = 0.0F; + _mesa_Lightfv( light, pname, fparam ); +} + + +void GLAPIENTRY +_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i = (GLint) (light - GL_LIGHT0); + GLfloat temp[4]; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (i < 0 || i >= (GLint) ctx->Const.MaxLights) { + _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light ); + return; + } + + /* do particular error checks, transformations */ + switch (pname) { + case GL_AMBIENT: + case GL_DIFFUSE: + case GL_SPECULAR: + /* nothing */ + break; + case GL_POSITION: + /* transform position by ModelView matrix */ + TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params); + params = temp; + break; + case GL_SPOT_DIRECTION: + /* transform direction by inverse modelview */ + if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) { + _math_matrix_analyse(ctx->ModelviewMatrixStack.Top); + } + TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m); + params = temp; + break; + case GL_SPOT_EXPONENT: + if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_SPOT_CUTOFF: + if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_CONSTANT_ATTENUATION: + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_LINEAR_ATTENUATION: + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + case GL_QUADRATIC_ATTENUATION: + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); + return; + } + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname); + return; + } + + _mesa_light(ctx, i, pname, params); +} + + +void GLAPIENTRY +_mesa_Lighti( GLenum light, GLenum pname, GLint param ) +{ + GLint iparam[4]; + iparam[0] = param; + iparam[1] = iparam[2] = iparam[3] = 0; + _mesa_Lightiv( light, pname, iparam ); +} + + +void GLAPIENTRY +_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params ) +{ + GLfloat fparam[4]; + + switch (pname) { + case GL_AMBIENT: + case GL_DIFFUSE: + case GL_SPECULAR: + fparam[0] = INT_TO_FLOAT( params[0] ); + fparam[1] = INT_TO_FLOAT( params[1] ); + fparam[2] = INT_TO_FLOAT( params[2] ); + fparam[3] = INT_TO_FLOAT( params[3] ); + break; + case GL_POSITION: + fparam[0] = (GLfloat) params[0]; + fparam[1] = (GLfloat) params[1]; + fparam[2] = (GLfloat) params[2]; + fparam[3] = (GLfloat) params[3]; + break; + case GL_SPOT_DIRECTION: + fparam[0] = (GLfloat) params[0]; + fparam[1] = (GLfloat) params[1]; + fparam[2] = (GLfloat) params[2]; + break; + case GL_SPOT_EXPONENT: + case GL_SPOT_CUTOFF: + case GL_CONSTANT_ATTENUATION: + case GL_LINEAR_ATTENUATION: + case GL_QUADRATIC_ATTENUATION: + fparam[0] = (GLfloat) params[0]; + break; + default: + /* error will be caught later in gl_Lightfv */ + ; + } + + _mesa_Lightfv( light, pname, fparam ); +} + + + +void GLAPIENTRY +_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLint l = (GLint) (light - GL_LIGHT0); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); + return; + } + + switch (pname) { + case GL_AMBIENT: + COPY_4V( params, ctx->Light.Light[l].Ambient ); + break; + case GL_DIFFUSE: + COPY_4V( params, ctx->Light.Light[l].Diffuse ); + break; + case GL_SPECULAR: + COPY_4V( params, ctx->Light.Light[l].Specular ); + break; + case GL_POSITION: + COPY_4V( params, ctx->Light.Light[l].EyePosition ); + break; + case GL_SPOT_DIRECTION: + COPY_3V( params, ctx->Light.Light[l].SpotDirection ); + break; + case GL_SPOT_EXPONENT: + params[0] = ctx->Light.Light[l].SpotExponent; + break; + case GL_SPOT_CUTOFF: + params[0] = ctx->Light.Light[l].SpotCutoff; + break; + case GL_CONSTANT_ATTENUATION: + params[0] = ctx->Light.Light[l].ConstantAttenuation; + break; + case GL_LINEAR_ATTENUATION: + params[0] = ctx->Light.Light[l].LinearAttenuation; + break; + case GL_QUADRATIC_ATTENUATION: + params[0] = ctx->Light.Light[l].QuadraticAttenuation; + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); + break; + } +} + + +void GLAPIENTRY +_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLint l = (GLint) (light - GL_LIGHT0); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); + return; + } + + switch (pname) { + case GL_AMBIENT: + params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]); + params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]); + params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]); + params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]); + break; + case GL_DIFFUSE: + params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); + params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); + params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); + params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); + break; + case GL_SPECULAR: + params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]); + params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]); + params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]); + params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]); + break; + case GL_POSITION: + params[0] = (GLint) ctx->Light.Light[l].EyePosition[0]; + params[1] = (GLint) ctx->Light.Light[l].EyePosition[1]; + params[2] = (GLint) ctx->Light.Light[l].EyePosition[2]; + params[3] = (GLint) ctx->Light.Light[l].EyePosition[3]; + break; + case GL_SPOT_DIRECTION: + params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0]; + params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1]; + params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2]; + break; + case GL_SPOT_EXPONENT: + params[0] = (GLint) ctx->Light.Light[l].SpotExponent; + break; + case GL_SPOT_CUTOFF: + params[0] = (GLint) ctx->Light.Light[l].SpotCutoff; + break; + case GL_CONSTANT_ATTENUATION: + params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation; + break; + case GL_LINEAR_ATTENUATION: + params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation; + break; + case GL_QUADRATIC_ATTENUATION: + params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation; + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); + break; + } +} + + + +/**********************************************************************/ +/*** Light Model ***/ +/**********************************************************************/ + + +void GLAPIENTRY +_mesa_LightModelfv( GLenum pname, const GLfloat *params ) +{ + GLenum newenum; + GLboolean newbool; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + switch (pname) { + case GL_LIGHT_MODEL_AMBIENT: + if (TEST_EQ_4V( ctx->Light.Model.Ambient, params )) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( ctx->Light.Model.Ambient, params ); + break; + case GL_LIGHT_MODEL_LOCAL_VIEWER: + newbool = (params[0]!=0.0); + if (ctx->Light.Model.LocalViewer == newbool) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.Model.LocalViewer = newbool; + break; + case GL_LIGHT_MODEL_TWO_SIDE: + newbool = (params[0]!=0.0); + if (ctx->Light.Model.TwoSide == newbool) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.Model.TwoSide = newbool; + if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) + ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; + else + ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE; + break; + case GL_LIGHT_MODEL_COLOR_CONTROL: + if (params[0] == (GLfloat) GL_SINGLE_COLOR) + newenum = GL_SINGLE_COLOR; + else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) + newenum = GL_SEPARATE_SPECULAR_COLOR; + else { + _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)", + (GLint) params[0] ); + return; + } + if (ctx->Light.Model.ColorControl == newenum) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.Model.ColorControl = newenum; + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname ); + break; + } + + if (ctx->Driver.LightModelfv) + ctx->Driver.LightModelfv( ctx, pname, params ); +} + + +void GLAPIENTRY +_mesa_LightModeliv( GLenum pname, const GLint *params ) +{ + GLfloat fparam[4]; + + switch (pname) { + case GL_LIGHT_MODEL_AMBIENT: + fparam[0] = INT_TO_FLOAT( params[0] ); + fparam[1] = INT_TO_FLOAT( params[1] ); + fparam[2] = INT_TO_FLOAT( params[2] ); + fparam[3] = INT_TO_FLOAT( params[3] ); + break; + case GL_LIGHT_MODEL_LOCAL_VIEWER: + case GL_LIGHT_MODEL_TWO_SIDE: + case GL_LIGHT_MODEL_COLOR_CONTROL: + fparam[0] = (GLfloat) params[0]; + break; + default: + /* Error will be caught later in gl_LightModelfv */ + ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F); + } + _mesa_LightModelfv( pname, fparam ); +} + + +void GLAPIENTRY +_mesa_LightModeli( GLenum pname, GLint param ) +{ + GLint iparam[4]; + iparam[0] = param; + iparam[1] = iparam[2] = iparam[3] = 0; + _mesa_LightModeliv( pname, iparam ); +} + + +void GLAPIENTRY +_mesa_LightModelf( GLenum pname, GLfloat param ) +{ + GLfloat fparam[4]; + fparam[0] = param; + fparam[1] = fparam[2] = fparam[3] = 0.0F; + _mesa_LightModelfv( pname, fparam ); +} + + + +/********** MATERIAL **********/ + + +/* + * Given a face and pname value (ala glColorMaterial), compute a bitmask + * of the targeted material values. + */ +GLuint +_mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname, + GLuint legal, const char *where ) +{ + GLuint bitmask = 0; + + /* Make a bitmask indicating what material attribute(s) we're updating */ + switch (pname) { + case GL_EMISSION: + bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION; + break; + case GL_AMBIENT: + bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; + break; + case GL_DIFFUSE: + bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; + break; + case GL_SPECULAR: + bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR; + break; + case GL_SHININESS: + bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS; + break; + case GL_AMBIENT_AND_DIFFUSE: + bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; + bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; + break; + case GL_COLOR_INDEXES: + bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES; + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); + return 0; + } + + if (face==GL_FRONT) { + bitmask &= FRONT_MATERIAL_BITS; + } + else if (face==GL_BACK) { + bitmask &= BACK_MATERIAL_BITS; + } + else if (face != GL_FRONT_AND_BACK) { + _mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); + return 0; + } + + if (bitmask & ~legal) { + _mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); + return 0; + } + + return bitmask; +} + + + +/* Perform a straight copy between materials. + */ +void +_mesa_copy_materials( struct gl_material *dst, + const struct gl_material *src, + GLuint bitmask ) +{ + int i; + + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<<i)) + COPY_4FV( dst->Attrib[i], src->Attrib[i] ); +} + + + +/* Update derived values following a change in ctx->Light.Material + */ +void +_mesa_update_material( struct gl_context *ctx, GLuint bitmask ) +{ + struct gl_light *light, *list = &ctx->Light.EnabledList; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + + if (MESA_VERBOSE & VERBOSE_MATERIAL) + _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask); + + if (!bitmask) + return; + + /* update material ambience */ + if (bitmask & MAT_BIT_FRONT_AMBIENT) { + foreach (light, list) { + SCALE_3V( light->_MatAmbient[0], light->Ambient, + mat[MAT_ATTRIB_FRONT_AMBIENT]); + } + } + + if (bitmask & MAT_BIT_BACK_AMBIENT) { + foreach (light, list) { + SCALE_3V( light->_MatAmbient[1], light->Ambient, + mat[MAT_ATTRIB_BACK_AMBIENT]); + } + } + + /* update BaseColor = emission + scene's ambience * material's ambience */ + if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) { + COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] ); + ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT], + ctx->Light.Model.Ambient ); + } + + if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) { + COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] ); + ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT], + ctx->Light.Model.Ambient ); + } + + /* update material diffuse values */ + if (bitmask & MAT_BIT_FRONT_DIFFUSE) { + foreach (light, list) { + SCALE_3V( light->_MatDiffuse[0], light->Diffuse, + mat[MAT_ATTRIB_FRONT_DIFFUSE] ); + } + } + + if (bitmask & MAT_BIT_BACK_DIFFUSE) { + foreach (light, list) { + SCALE_3V( light->_MatDiffuse[1], light->Diffuse, + mat[MAT_ATTRIB_BACK_DIFFUSE] ); + } + } + + /* update material specular values */ + if (bitmask & MAT_BIT_FRONT_SPECULAR) { + foreach (light, list) { + SCALE_3V( light->_MatSpecular[0], light->Specular, + mat[MAT_ATTRIB_FRONT_SPECULAR]); + } + } + + if (bitmask & MAT_BIT_BACK_SPECULAR) { + foreach (light, list) { + SCALE_3V( light->_MatSpecular[1], light->Specular, + mat[MAT_ATTRIB_BACK_SPECULAR]); + } + } + + if (bitmask & MAT_BIT_FRONT_SHININESS) { + _mesa_invalidate_shine_table( ctx, 0 ); + } + + if (bitmask & MAT_BIT_BACK_SHININESS) { + _mesa_invalidate_shine_table( ctx, 1 ); + } +} + + +/* + * Update the current materials from the given rgba color + * according to the bitmask in ColorMaterialBitmask, which is + * set by glColorMaterial(). + */ +void +_mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] ) +{ + GLuint bitmask = ctx->Light.ColorMaterialBitmask; + struct gl_material *mat = &ctx->Light.Material; + int i; + + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<<i)) + COPY_4FV( mat->Attrib[i], color ); + + _mesa_update_material( ctx, bitmask ); +} + + +void GLAPIENTRY +_mesa_ColorMaterial( GLenum face, GLenum mode ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint bitmask; + GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION | + MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR | + MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE | + MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (MESA_VERBOSE&VERBOSE_API) + _mesa_debug(ctx, "glColorMaterial %s %s\n", + _mesa_lookup_enum_by_nr(face), + _mesa_lookup_enum_by_nr(mode)); + + bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial"); + + if (ctx->Light.ColorMaterialBitmask == bitmask && + ctx->Light.ColorMaterialFace == face && + ctx->Light.ColorMaterialMode == mode) + return; + + FLUSH_VERTICES(ctx, _NEW_LIGHT); + ctx->Light.ColorMaterialBitmask = bitmask; + ctx->Light.ColorMaterialFace = face; + ctx->Light.ColorMaterialMode = mode; + + if (ctx->Light.ColorMaterialEnabled) { + FLUSH_CURRENT( ctx, 0 ); + _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); + } + + if (ctx->Driver.ColorMaterial) + ctx->Driver.ColorMaterial( ctx, face, mode ); +} + + +void GLAPIENTRY +_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint f; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ + + FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ + + if (face==GL_FRONT) { + f = 0; + } + else if (face==GL_BACK) { + f = 1; + } + else { + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); + return; + } + + switch (pname) { + case GL_AMBIENT: + COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] ); + break; + case GL_DIFFUSE: + COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] ); + break; + case GL_SPECULAR: + COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] ); + break; + case GL_EMISSION: + COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] ); + break; + case GL_SHININESS: + *params = mat[MAT_ATTRIB_SHININESS(f)][0]; + break; + case GL_COLOR_INDEXES: + params[0] = mat[MAT_ATTRIB_INDEXES(f)][0]; + params[1] = mat[MAT_ATTRIB_INDEXES(f)][1]; + params[2] = mat[MAT_ATTRIB_INDEXES(f)][2]; + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); + } +} + + +void GLAPIENTRY +_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint f; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ + + FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ + + if (face==GL_FRONT) { + f = 0; + } + else if (face==GL_BACK) { + f = 1; + } + else { + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); + return; + } + switch (pname) { + case GL_AMBIENT: + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] ); + break; + case GL_DIFFUSE: + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] ); + break; + case GL_SPECULAR: + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] ); + break; + case GL_EMISSION: + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] ); + break; + case GL_SHININESS: + *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] ); + break; + case GL_COLOR_INDEXES: + params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] ); + params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] ); + params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] ); + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); + } +} + + + +/**********************************************************************/ +/***** Lighting computation *****/ +/**********************************************************************/ + + +/* + * Notes: + * When two-sided lighting is enabled we compute the color (or index) + * for both the front and back side of the primitive. Then, when the + * orientation of the facet is later learned, we can determine which + * color (or index) to use for rendering. + * + * KW: We now know orientation in advance and only shade for + * the side or sides which are actually required. + * + * Variables: + * n = normal vector + * V = vertex position + * P = light source position + * Pe = (0,0,0,1) + * + * Precomputed: + * IF P[3]==0 THEN + * // light at infinity + * IF local_viewer THEN + * _VP_inf_norm = unit vector from V to P // Precompute + * ELSE + * // eye at infinity + * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute + * ENDIF + * ENDIF + * + * Functions: + * Normalize( v ) = normalized vector v + * Magnitude( v ) = length of vector v + */ + + + +/* + * Whenever the spotlight exponent for a light changes we must call + * this function to recompute the exponent lookup table. + */ +void +_mesa_invalidate_spot_exp_table( struct gl_light *l ) +{ + l->_SpotExpTable[0][0] = -1; +} + + +static void +validate_spot_exp_table( struct gl_light *l ) +{ + GLint i; + GLdouble exponent = l->SpotExponent; + GLdouble tmp = 0; + GLint clamp = 0; + + l->_SpotExpTable[0][0] = 0.0; + + for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) { + if (clamp == 0) { + tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent); + if (tmp < FLT_MIN * 100.0) { + tmp = 0.0; + clamp = 1; + } + } + l->_SpotExpTable[i][0] = (GLfloat) tmp; + } + for (i = 0; i < EXP_TABLE_SIZE - 1; i++) { + l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] - + l->_SpotExpTable[i][0]); + } + l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0; +} + + + +/* Calculate a new shine table. Doing this here saves a branch in + * lighting, and the cost of doing it early may be partially offset + * by keeping a MRU cache of shine tables for various shine values. + */ +void +_mesa_invalidate_shine_table( struct gl_context *ctx, GLuint side ) +{ + ASSERT(side < 2); + if (ctx->_ShineTable[side]) + ctx->_ShineTable[side]->refcount--; + ctx->_ShineTable[side] = NULL; +} + + +static void +validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess ) +{ + struct gl_shine_tab *list = ctx->_ShineTabList; + struct gl_shine_tab *s; + + ASSERT(side < 2); + + foreach(s, list) + if ( s->shininess == shininess ) + break; + + if (s == list) { + GLint j; + GLfloat *m; + + foreach(s, list) + if (s->refcount == 0) + break; + + m = s->tab; + m[0] = 0.0; + if (shininess == 0.0) { + for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++) + m[j] = 1.0; + } + else { + for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) { + GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1); + if (x < 0.005) /* underflow check */ + x = 0.005; + t = pow(x, shininess); + if (t > 1e-20) + m[j] = (GLfloat) t; + else + m[j] = 0.0; + } + m[SHINE_TABLE_SIZE] = 1.0; + } + + s->shininess = shininess; + } + + if (ctx->_ShineTable[side]) + ctx->_ShineTable[side]->refcount--; + + ctx->_ShineTable[side] = s; + move_to_tail( list, s ); + s->refcount++; +} + + +void +_mesa_validate_all_lighting_tables( struct gl_context *ctx ) +{ + GLuint i; + GLfloat shininess; + + shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; + if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess) + validate_shine_table( ctx, 0, shininess ); + + shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; + if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess) + validate_shine_table( ctx, 1, shininess ); + + for (i = 0; i < ctx->Const.MaxLights; i++) + if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1) + validate_spot_exp_table( &ctx->Light.Light[i] ); +} + + +/** + * Examine current lighting parameters to determine if the optimized lighting + * function can be used. + * Also, precompute some lighting values such as the products of light + * source and material ambient, diffuse and specular coefficients. + */ +void +_mesa_update_lighting( struct gl_context *ctx ) +{ + struct gl_light *light; + ctx->Light._NeedEyeCoords = GL_FALSE; + ctx->Light._Flags = 0; + + if (!ctx->Light.Enabled) + return; + + foreach(light, &ctx->Light.EnabledList) { + ctx->Light._Flags |= light->_Flags; + } + + ctx->Light._NeedVertices = + ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR || + ctx->Light.Model.LocalViewer); + + ctx->Light._NeedEyeCoords = ((ctx->Light._Flags & LIGHT_POSITIONAL) || + ctx->Light.Model.LocalViewer); + + /* XXX: This test is overkill & needs to be fixed both for software and + * hardware t&l drivers. The above should be sufficient & should + * be tested to verify this. + */ + if (ctx->Light._NeedVertices) + ctx->Light._NeedEyeCoords = GL_TRUE; + + /* Precompute some shading values. Although we reference + * Light.Material here, we can get away without flushing + * FLUSH_UPDATE_CURRENT, as when any outstanding material changes + * are flushed, they will update the derived state at that time. + */ + if (ctx->Light.Model.TwoSide) + _mesa_update_material(ctx, + MAT_BIT_FRONT_EMISSION | + MAT_BIT_FRONT_AMBIENT | + MAT_BIT_FRONT_DIFFUSE | + MAT_BIT_FRONT_SPECULAR | + MAT_BIT_BACK_EMISSION | + MAT_BIT_BACK_AMBIENT | + MAT_BIT_BACK_DIFFUSE | + MAT_BIT_BACK_SPECULAR); + else + _mesa_update_material(ctx, + MAT_BIT_FRONT_EMISSION | + MAT_BIT_FRONT_AMBIENT | + MAT_BIT_FRONT_DIFFUSE | + MAT_BIT_FRONT_SPECULAR); +} + + +/** + * Update state derived from light position, spot direction. + * Called upon: + * _NEW_MODELVIEW + * _NEW_LIGHT + * _TNL_NEW_NEED_EYE_COORDS + * + * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled. + * Also update on lighting space changes. + */ +static void +compute_light_positions( struct gl_context *ctx ) +{ + struct gl_light *light; + static const GLfloat eye_z[3] = { 0, 0, 1 }; + + if (!ctx->Light.Enabled) + return; + + if (ctx->_NeedEyeCoords) { + COPY_3V( ctx->_EyeZDir, eye_z ); + } + else { + TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m ); + } + + /* Make sure all the light tables are updated before the computation */ + _mesa_validate_all_lighting_tables(ctx); + + foreach (light, &ctx->Light.EnabledList) { + + if (ctx->_NeedEyeCoords) { + /* _Position is in eye coordinate space */ + COPY_4FV( light->_Position, light->EyePosition ); + } + else { + /* _Position is in object coordinate space */ + TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv, + light->EyePosition ); + } + + if (!(light->_Flags & LIGHT_POSITIONAL)) { + /* VP (VP) = Normalize( Position ) */ + COPY_3V( light->_VP_inf_norm, light->_Position ); + NORMALIZE_3FV( light->_VP_inf_norm ); + + if (!ctx->Light.Model.LocalViewer) { + /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ + ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir); + NORMALIZE_3FV( light->_h_inf_norm ); + } + light->_VP_inf_spot_attenuation = 1.0; + } + else { + /* positional light w/ homogeneous coordinate, divide by W */ + GLfloat wInv = (GLfloat)1.0 / light->_Position[3]; + light->_Position[0] *= wInv; + light->_Position[1] *= wInv; + light->_Position[2] *= wInv; + } + + if (light->_Flags & LIGHT_SPOT) { + /* Note: we normalize the spot direction now */ + + if (ctx->_NeedEyeCoords) { + COPY_3V( light->_NormSpotDirection, light->SpotDirection ); + NORMALIZE_3FV( light->_NormSpotDirection ); + } + else { + GLfloat spotDir[3]; + COPY_3V(spotDir, light->SpotDirection); + NORMALIZE_3FV(spotDir); + TRANSFORM_NORMAL( light->_NormSpotDirection, + spotDir, + ctx->ModelviewMatrixStack.Top->m); + } + + NORMALIZE_3FV( light->_NormSpotDirection ); + + if (!(light->_Flags & LIGHT_POSITIONAL)) { + GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm, + light->_NormSpotDirection); + + if (PV_dot_dir > light->_CosCutoff) { + double x = PV_dot_dir * (EXP_TABLE_SIZE-1); + int k = (int) x; + light->_VP_inf_spot_attenuation = + (GLfloat) (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); + } + else { + light->_VP_inf_spot_attenuation = 0; + } + } + } + } +} + + + +static void +update_modelview_scale( struct gl_context *ctx ) +{ + ctx->_ModelViewInvScale = 1.0F; + if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) { + const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv; + GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10]; + if (f < 1e-12) f = 1.0; + if (ctx->_NeedEyeCoords) + ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f); + else + ctx->_ModelViewInvScale = (GLfloat) SQRTF(f); + } +} + + +/** + * Bring up to date any state that relies on _NeedEyeCoords. + */ +void +_mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state ) +{ + const GLuint oldneedeyecoords = ctx->_NeedEyeCoords; + + (void) new_state; + ctx->_NeedEyeCoords = GL_FALSE; + + if (ctx->_ForceEyeCoords || + (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) || + ctx->Point._Attenuated || + ctx->Light._NeedEyeCoords) + ctx->_NeedEyeCoords = GL_TRUE; + + if (ctx->Light.Enabled && + !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) + ctx->_NeedEyeCoords = GL_TRUE; + + /* Check if the truth-value interpretations of the bitfields have + * changed: + */ + if (oldneedeyecoords != ctx->_NeedEyeCoords) { + /* Recalculate all state that depends on _NeedEyeCoords. + */ + update_modelview_scale(ctx); + compute_light_positions( ctx ); + + if (ctx->Driver.LightingSpaceChange) + ctx->Driver.LightingSpaceChange( ctx ); + } + else { + GLuint new_state2 = ctx->NewState; + + /* Recalculate that same state only if it has been invalidated + * by other statechanges. + */ + if (new_state2 & _NEW_MODELVIEW) + update_modelview_scale(ctx); + + if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW)) + compute_light_positions( ctx ); + } +} + + +/** + * Drivers may need this if the hardware tnl unit doesn't support the + * light-in-modelspace optimization. It's also useful for debugging. + */ +void +_mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag ) +{ + ctx->_ForceEyeCoords = !flag; + ctx->NewState |= _NEW_POINT; /* one of the bits from + * _MESA_NEW_NEED_EYE_COORDS. + */ +} + + + +/**********************************************************************/ +/***** Initialization *****/ +/**********************************************************************/ + +/** + * Initialize the n-th light data structure. + * + * \param l pointer to the gl_light structure to be initialized. + * \param n number of the light. + * \note The defaults for light 0 are different than the other lights. + */ +static void +init_light( struct gl_light *l, GLuint n ) +{ + make_empty_list( l ); + + ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 ); + if (n==0) { + ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 ); + ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 ); + } + else { + ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 ); + ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 ); + } + ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 ); + ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 ); + l->SpotExponent = 0.0; + _mesa_invalidate_spot_exp_table( l ); + l->SpotCutoff = 180.0; + l->_CosCutoffNeg = -1.0f; + l->_CosCutoff = 0.0; /* KW: -ve values not admitted */ + l->ConstantAttenuation = 1.0; + l->LinearAttenuation = 0.0; + l->QuadraticAttenuation = 0.0; + l->Enabled = GL_FALSE; +} + + +/** + * Initialize the light model data structure. + * + * \param lm pointer to the gl_lightmodel structure to be initialized. + */ +static void +init_lightmodel( struct gl_lightmodel *lm ) +{ + ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F ); + lm->LocalViewer = GL_FALSE; + lm->TwoSide = GL_FALSE; + lm->ColorControl = GL_SINGLE_COLOR; +} + + +/** + * Initialize the material data structure. + * + * \param m pointer to the gl_material structure to be initialized. + */ +static void +init_material( struct gl_material *m ) +{ + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); + + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); +} + + +/** + * Initialize all lighting state for the given context. + */ +void +_mesa_init_lighting( struct gl_context *ctx ) +{ + GLuint i; + + /* Lighting group */ + for (i = 0; i < MAX_LIGHTS; i++) { + init_light( &ctx->Light.Light[i], i ); + } + make_empty_list( &ctx->Light.EnabledList ); + + init_lightmodel( &ctx->Light.Model ); + init_material( &ctx->Light.Material ); + ctx->Light.ShadeModel = GL_SMOOTH; + ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT; + ctx->Light.Enabled = GL_FALSE; + ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; + ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE; + ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx, + GL_FRONT_AND_BACK, + GL_AMBIENT_AND_DIFFUSE, ~0, + NULL ); + + ctx->Light.ColorMaterialEnabled = GL_FALSE; + ctx->Light.ClampVertexColor = GL_TRUE; + + /* Lighting miscellaneous */ + ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab ); + make_empty_list( ctx->_ShineTabList ); + /* Allocate 10 (arbitrary) shininess lookup tables */ + for (i = 0 ; i < 10 ; i++) { + struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab ); + s->shininess = -1; + s->refcount = 0; + insert_at_tail( ctx->_ShineTabList, s ); + } + + /* Miscellaneous */ + ctx->Light._NeedEyeCoords = GL_FALSE; + ctx->_NeedEyeCoords = GL_FALSE; + ctx->_ForceEyeCoords = GL_FALSE; + ctx->_ModelViewInvScale = 1.0; +} + + +/** + * Deallocate malloc'd lighting state attached to given context. + */ +void +_mesa_free_lighting_data( struct gl_context *ctx ) +{ + struct gl_shine_tab *s, *tmps; + + /* Free lighting shininess exponentiation table */ + foreach_s( s, tmps, ctx->_ShineTabList ) { + free( s ); + } + free( ctx->_ShineTabList ); +} |