diff options
Diffstat (limited to 'mesalib/src/mesa/main/light.c')
-rw-r--r-- | mesalib/src/mesa/main/light.c | 2860 |
1 files changed, 1430 insertions, 1430 deletions
diff --git a/mesalib/src/mesa/main/light.c b/mesalib/src/mesa/main/light.c index 43ae28c25..888e5622e 100644 --- a/mesalib/src/mesa/main/light.c +++ b/mesalib/src/mesa/main/light.c @@ -1,1430 +1,1430 @@ -/* - * 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(GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *ctx, GLuint side ) -{ - ASSERT(side < 2); - if (ctx->_ShineTable[side]) - ctx->_ShineTable[side]->refcount--; - ctx->_ShineTable[side] = NULL; -} - - -static void -validate_shine_table( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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 );
+ }
+
+ 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 );
+}
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