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56 | pj | 1 | /* $Id: t_vb_lighttmp.h,v 1.1 2003-02-28 11:48:07 pj Exp $ */ |
2 | |||
3 | /* |
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4 | * Mesa 3-D graphics library |
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5 | * Version: 4.1 |
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6 | * |
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7 | * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. |
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8 | * |
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9 | * Permission is hereby granted, free of charge, to any person obtaining a |
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10 | * copy of this software and associated documentation files (the "Software"), |
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11 | * to deal in the Software without restriction, including without limitation |
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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13 | * and/or sell copies of the Software, and to permit persons to whom the |
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14 | * Software is furnished to do so, subject to the following conditions: |
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15 | * |
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16 | * The above copyright notice and this permission notice shall be included |
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17 | * in all copies or substantial portions of the Software. |
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18 | * |
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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25 | * |
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26 | * |
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27 | * Authors: |
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28 | * Brian Paul |
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29 | * Keith Whitwell <keith@tungstengraphics.com> |
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30 | */ |
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31 | |||
32 | |||
33 | #if (IDX & LIGHT_FLAGS) |
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34 | # define VSTRIDE (4 * sizeof(GLfloat)) |
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35 | # define NSTRIDE nstride /*(3 * sizeof(GLfloat))*/ |
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36 | # define CHECK_MATERIAL(x) (flags[x] & VERT_BIT_MATERIAL) |
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37 | # define CHECK_END_VB(x) (flags[x] & VERT_BIT_END_VB) |
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38 | # if (IDX & LIGHT_COLORMATERIAL) |
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39 | # define CMSTRIDE STRIDE_F(CMcolor, CMstride) |
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40 | # define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_BIT_COLOR0) |
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41 | # define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_COLOR0|VERT_BIT_MATERIAL)) |
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42 | # define DO_ANOTHER_NORMAL(x) \ |
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43 | ((flags[x] & (VERT_BIT_COLOR0|VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL) |
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44 | # define REUSE_LIGHT_RESULTS(x) \ |
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45 | ((flags[x] & (VERT_BIT_COLOR0|VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0) |
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46 | # else |
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47 | # define CMSTRIDE (void)0 |
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48 | # define CHECK_COLOR_MATERIAL(x) 0 |
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49 | # define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_MATERIAL)) |
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50 | # define DO_ANOTHER_NORMAL(x) \ |
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51 | ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL) |
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52 | # define REUSE_LIGHT_RESULTS(x) \ |
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53 | ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0) |
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54 | # endif |
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55 | #else |
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56 | # define VSTRIDE vstride |
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57 | # define NSTRIDE nstride |
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58 | # define CHECK_MATERIAL(x) 0 /* no materials on array paths */ |
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59 | # define CHECK_END_VB(XX) (XX >= nr) |
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60 | # if (IDX & LIGHT_COLORMATERIAL) |
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61 | # define CMSTRIDE STRIDE_F(CMcolor, CMstride) |
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62 | # define CHECK_COLOR_MATERIAL(x) (x < nr) /* always have colormaterial */ |
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63 | # define CHECK_VALIDATE(x) (x < nr) |
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64 | # define DO_ANOTHER_NORMAL(x) 0 /* always stop to recalc colormat */ |
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65 | # else |
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66 | # define CMSTRIDE (void)0 |
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67 | # define CHECK_COLOR_MATERIAL(x) 0 /* no colormaterial */ |
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68 | # define CHECK_VALIDATE(x) (0) |
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69 | # define DO_ANOTHER_NORMAL(XX) (XX < nr) /* keep going to end of vb */ |
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70 | # endif |
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71 | # define REUSE_LIGHT_RESULTS(x) 0 /* always have a new normal */ |
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72 | #endif |
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73 | |||
74 | |||
75 | |||
76 | #if (IDX & LIGHT_TWOSIDE) |
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77 | # define NR_SIDES 2 |
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78 | #else |
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79 | # define NR_SIDES 1 |
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80 | #endif |
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81 | |||
82 | |||
83 | /* define TRACE if to trace lighting code */ |
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84 | |||
85 | |||
86 | /* |
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87 | * ctx is the current context |
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88 | * VB is the vertex buffer |
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89 | * stage is the lighting stage-private data |
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90 | * input is the vector of eye or object-space vertex coordinates |
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91 | */ |
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92 | static void TAG(light_rgba_spec)( GLcontext *ctx, |
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93 | struct vertex_buffer *VB, |
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94 | struct gl_pipeline_stage *stage, |
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95 | GLvector4f *input ) |
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96 | { |
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97 | struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
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98 | GLfloat (*base)[3] = ctx->Light._BaseColor; |
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99 | GLchan sumA[2]; |
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100 | GLuint j; |
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101 | |||
102 | const GLuint vstride = input->stride; |
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103 | const GLfloat *vertex = (GLfloat *)input->data; |
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104 | const GLuint nstride = VB->NormalPtr->stride; |
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105 | const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; |
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106 | |||
107 | GLfloat *CMcolor; |
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108 | GLuint CMstride; |
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109 | |||
110 | GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; |
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111 | GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; |
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112 | GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].Ptr; |
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113 | GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].Ptr; |
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114 | |||
115 | const GLuint nr = VB->Count; |
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116 | const GLuint *flags = VB->Flag; |
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117 | struct gl_material (*new_material)[2] = VB->Material; |
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118 | const GLuint *new_material_mask = VB->MaterialMask; |
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119 | |||
120 | (void) flags; |
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121 | (void) nstride; |
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122 | (void) vstride; |
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123 | |||
124 | #ifdef TRACE |
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125 | fprintf(stderr, "%s\n", __FUNCTION__ ); |
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126 | #endif |
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127 | |||
128 | if (IDX & LIGHT_COLORMATERIAL) { |
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129 | if (VB->ColorPtr[0]->Type != GL_FLOAT || |
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130 | VB->ColorPtr[0]->Size != 4) |
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131 | import_color_material( ctx, stage ); |
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132 | |||
133 | CMcolor = (GLfloat *) VB->ColorPtr[0]->Ptr; |
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134 | CMstride = VB->ColorPtr[0]->StrideB; |
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135 | } |
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136 | |||
137 | VB->ColorPtr[0] = &store->LitColor[0]; |
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138 | VB->SecondaryColorPtr[0] = &store->LitSecondary[0]; |
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139 | UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); |
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140 | |||
141 | if (IDX & LIGHT_TWOSIDE) { |
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142 | VB->ColorPtr[1] = &store->LitColor[1]; |
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143 | VB->SecondaryColorPtr[1] = &store->LitSecondary[1]; |
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144 | UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); |
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145 | } |
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146 | |||
147 | /* Side-effects done, can we finish now? |
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148 | */ |
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149 | if (stage->changed_inputs == 0) |
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150 | return; |
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151 | |||
152 | for ( j=0 ; |
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153 | j<nr ; |
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154 | j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE) |
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155 | { |
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156 | GLfloat sum[2][3], spec[2][3]; |
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157 | struct gl_light *light; |
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158 | |||
159 | if ( CHECK_COLOR_MATERIAL(j) ) |
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160 | _mesa_update_color_material( ctx, CMcolor ); |
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161 | |||
162 | if ( CHECK_MATERIAL(j) ) |
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163 | _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); |
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164 | |||
165 | if ( CHECK_VALIDATE(j) ) { |
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166 | TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
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167 | UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); |
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168 | if (IDX & LIGHT_TWOSIDE) |
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169 | UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); |
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170 | } |
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171 | |||
172 | COPY_3V(sum[0], base[0]); |
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173 | ZERO_3V(spec[0]); |
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174 | |||
175 | if (IDX & LIGHT_TWOSIDE) { |
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176 | COPY_3V(sum[1], base[1]); |
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177 | ZERO_3V(spec[1]); |
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178 | } |
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179 | |||
180 | /* Add contribution from each enabled light source */ |
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181 | foreach (light, &ctx->Light.EnabledList) { |
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182 | GLfloat n_dot_h; |
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183 | GLfloat correction; |
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184 | GLint side; |
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185 | GLfloat contrib[3]; |
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186 | GLfloat attenuation; |
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187 | GLfloat VP[3]; /* unit vector from vertex to light */ |
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188 | GLfloat n_dot_VP; /* n dot VP */ |
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189 | GLfloat *h; |
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190 | |||
191 | /* compute VP and attenuation */ |
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192 | if (!(light->_Flags & LIGHT_POSITIONAL)) { |
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193 | /* directional light */ |
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194 | COPY_3V(VP, light->_VP_inf_norm); |
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195 | attenuation = light->_VP_inf_spot_attenuation; |
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196 | } |
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197 | else { |
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198 | GLfloat d; /* distance from vertex to light */ |
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199 | |||
200 | SUB_3V(VP, light->_Position, vertex); |
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201 | |||
202 | d = (GLfloat) LEN_3FV( VP ); |
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203 | |||
204 | if (d > 1e-6) { |
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205 | GLfloat invd = 1.0F / d; |
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206 | SELF_SCALE_SCALAR_3V(VP, invd); |
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207 | } |
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208 | |||
209 | attenuation = 1.0F / (light->ConstantAttenuation + d * |
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210 | (light->LinearAttenuation + d * |
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211 | light->QuadraticAttenuation)); |
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212 | |||
213 | /* spotlight attenuation */ |
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214 | if (light->_Flags & LIGHT_SPOT) { |
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215 | GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); |
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216 | |||
217 | if (PV_dot_dir<light->_CosCutoff) { |
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218 | continue; /* this light makes no contribution */ |
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219 | } |
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220 | else { |
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221 | GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1); |
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222 | GLint k = (GLint) x; |
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223 | GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] |
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224 | + (x-k)*light->_SpotExpTable[k][1]); |
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225 | attenuation *= spot; |
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226 | } |
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227 | } |
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228 | } |
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229 | |||
230 | if (attenuation < 1e-3) |
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231 | continue; /* this light makes no contribution */ |
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232 | |||
233 | /* Compute dot product or normal and vector from V to light pos */ |
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234 | n_dot_VP = DOT3( normal, VP ); |
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235 | |||
236 | /* Which side gets the diffuse & specular terms? */ |
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237 | if (n_dot_VP < 0.0F) { |
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238 | ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); |
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239 | if (!(IDX & LIGHT_TWOSIDE)) { |
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240 | continue; |
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241 | } |
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242 | side = 1; |
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243 | correction = -1; |
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244 | n_dot_VP = -n_dot_VP; |
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245 | } |
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246 | else { |
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247 | if (IDX & LIGHT_TWOSIDE) { |
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248 | ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); |
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249 | } |
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250 | side = 0; |
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251 | correction = 1; |
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252 | } |
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253 | |||
254 | /* diffuse term */ |
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255 | COPY_3V(contrib, light->_MatAmbient[side]); |
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256 | ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); |
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257 | ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib ); |
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258 | |||
259 | /* specular term - cannibalize VP... */ |
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260 | if (ctx->Light.Model.LocalViewer) { |
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261 | GLfloat v[3]; |
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262 | COPY_3V(v, vertex); |
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263 | NORMALIZE_3FV(v); |
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264 | SUB_3V(VP, VP, v); /* h = VP + VPe */ |
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265 | h = VP; |
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266 | NORMALIZE_3FV(h); |
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267 | } |
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268 | else if (light->_Flags & LIGHT_POSITIONAL) { |
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269 | h = VP; |
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270 | ACC_3V(h, ctx->_EyeZDir); |
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271 | NORMALIZE_3FV(h); |
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272 | } |
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273 | else { |
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274 | h = light->_h_inf_norm; |
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275 | } |
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276 | |||
277 | n_dot_h = correction * DOT3(normal, h); |
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278 | |||
279 | if (n_dot_h > 0.0F) { |
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280 | GLfloat spec_coef; |
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281 | struct gl_shine_tab *tab = ctx->_ShineTable[side]; |
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282 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef ); |
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283 | |||
284 | if (spec_coef > 1.0e-10) { |
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285 | spec_coef *= attenuation; |
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286 | ACC_SCALE_SCALAR_3V( spec[side], spec_coef, |
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287 | light->_MatSpecular[side]); |
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288 | } |
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289 | } |
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290 | } /*loop over lights*/ |
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291 | |||
292 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] ); |
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293 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Fspec[j], spec[0] ); |
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294 | Fcolor[j][3] = sumA[0]; |
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295 | |||
296 | if (IDX & LIGHT_TWOSIDE) { |
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297 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] ); |
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298 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Bspec[j], spec[1] ); |
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299 | Bcolor[j][3] = sumA[1]; |
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300 | } |
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301 | } |
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302 | } |
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303 | |||
304 | |||
305 | static void TAG(light_rgba)( GLcontext *ctx, |
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306 | struct vertex_buffer *VB, |
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307 | struct gl_pipeline_stage *stage, |
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308 | GLvector4f *input ) |
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309 | { |
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310 | struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
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311 | GLuint j; |
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312 | |||
313 | GLfloat (*base)[3] = ctx->Light._BaseColor; |
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314 | GLchan sumA[2]; |
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315 | |||
316 | const GLuint vstride = input->stride; |
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317 | const GLfloat *vertex = (GLfloat *) input->data; |
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318 | const GLuint nstride = VB->NormalPtr->stride; |
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319 | const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; |
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320 | |||
321 | GLfloat *CMcolor; |
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322 | GLuint CMstride; |
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323 | |||
324 | GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; |
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325 | GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; |
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326 | GLchan (*color[2])[4]; |
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327 | const GLuint *flags = VB->Flag; |
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328 | |||
329 | struct gl_material (*new_material)[2] = VB->Material; |
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330 | const GLuint *new_material_mask = VB->MaterialMask; |
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331 | const GLuint nr = VB->Count; |
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332 | |||
333 | #ifdef TRACE |
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334 | fprintf(stderr, "%s\n", __FUNCTION__ ); |
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335 | #endif |
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336 | |||
337 | (void) flags; |
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338 | (void) nstride; |
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339 | (void) vstride; |
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340 | |||
341 | color[0] = Fcolor; |
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342 | color[1] = Bcolor; |
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343 | |||
344 | if (IDX & LIGHT_COLORMATERIAL) { |
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345 | if (VB->ColorPtr[0]->Type != GL_FLOAT || |
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346 | VB->ColorPtr[0]->Size != 4) |
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347 | import_color_material( ctx, stage ); |
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348 | |||
349 | CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; |
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350 | CMstride = VB->ColorPtr[0]->StrideB; |
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351 | } |
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352 | |||
353 | VB->ColorPtr[0] = &store->LitColor[0]; |
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354 | UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); |
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355 | |||
356 | if (IDX & LIGHT_TWOSIDE) { |
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357 | VB->ColorPtr[1] = &store->LitColor[1]; |
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358 | UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); |
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359 | } |
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360 | |||
361 | if (stage->changed_inputs == 0) |
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362 | return; |
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363 | |||
364 | for ( j=0 ; |
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365 | j<nr ; |
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366 | j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE) |
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367 | { |
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368 | GLfloat sum[2][3]; |
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369 | struct gl_light *light; |
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370 | |||
371 | if ( CHECK_COLOR_MATERIAL(j) ) |
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372 | _mesa_update_color_material( ctx, CMcolor ); |
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373 | |||
374 | if ( CHECK_MATERIAL(j) ) |
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375 | _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); |
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376 | |||
377 | if ( CHECK_VALIDATE(j) ) { |
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378 | TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
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379 | UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); |
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380 | if (IDX & LIGHT_TWOSIDE) |
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381 | UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); |
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382 | } |
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383 | |||
384 | COPY_3V(sum[0], base[0]); |
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385 | |||
386 | if ( IDX & LIGHT_TWOSIDE ) |
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387 | COPY_3V(sum[1], base[1]); |
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388 | |||
389 | /* Add contribution from each enabled light source */ |
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390 | foreach (light, &ctx->Light.EnabledList) { |
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391 | |||
392 | GLfloat n_dot_h; |
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393 | GLfloat correction; |
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394 | GLint side; |
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395 | GLfloat contrib[3]; |
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396 | GLfloat attenuation = 1.0; |
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397 | GLfloat VP[3]; /* unit vector from vertex to light */ |
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398 | GLfloat n_dot_VP; /* n dot VP */ |
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399 | GLfloat *h; |
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400 | |||
401 | /* compute VP and attenuation */ |
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402 | if (!(light->_Flags & LIGHT_POSITIONAL)) { |
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403 | /* directional light */ |
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404 | COPY_3V(VP, light->_VP_inf_norm); |
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405 | attenuation = light->_VP_inf_spot_attenuation; |
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406 | } |
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407 | else { |
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408 | GLfloat d; /* distance from vertex to light */ |
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409 | |||
410 | |||
411 | SUB_3V(VP, light->_Position, vertex); |
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412 | |||
413 | d = (GLfloat) LEN_3FV( VP ); |
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414 | |||
415 | if ( d > 1e-6) { |
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416 | GLfloat invd = 1.0F / d; |
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417 | SELF_SCALE_SCALAR_3V(VP, invd); |
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418 | } |
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419 | |||
420 | attenuation = 1.0F / (light->ConstantAttenuation + d * |
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421 | (light->LinearAttenuation + d * |
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422 | light->QuadraticAttenuation)); |
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423 | |||
424 | /* spotlight attenuation */ |
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425 | if (light->_Flags & LIGHT_SPOT) { |
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426 | GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); |
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427 | |||
428 | if (PV_dot_dir<light->_CosCutoff) { |
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429 | continue; /* this light makes no contribution */ |
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430 | } |
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431 | else { |
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432 | GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1); |
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433 | GLint k = (GLint) x; |
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434 | GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] |
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435 | + (x-k)*light->_SpotExpTable[k][1]); |
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436 | attenuation *= spot; |
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437 | } |
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438 | } |
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439 | } |
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440 | |||
441 | if (attenuation < 1e-3) |
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442 | continue; /* this light makes no contribution */ |
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443 | |||
444 | /* Compute dot product or normal and vector from V to light pos */ |
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445 | n_dot_VP = DOT3( normal, VP ); |
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446 | |||
447 | /* which side are we lighting? */ |
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448 | if (n_dot_VP < 0.0F) { |
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449 | ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); |
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450 | |||
451 | if (!(IDX & LIGHT_TWOSIDE)) |
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452 | continue; |
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453 | |||
454 | side = 1; |
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455 | correction = -1; |
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456 | n_dot_VP = -n_dot_VP; |
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457 | } |
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458 | else { |
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459 | if (IDX & LIGHT_TWOSIDE) { |
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460 | ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); |
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461 | } |
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462 | side = 0; |
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463 | correction = 1; |
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464 | } |
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465 | |||
466 | COPY_3V(contrib, light->_MatAmbient[side]); |
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467 | |||
468 | /* diffuse term */ |
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469 | ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); |
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470 | |||
471 | /* specular term - cannibalize VP... */ |
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472 | { |
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473 | if (ctx->Light.Model.LocalViewer) { |
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474 | GLfloat v[3]; |
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475 | COPY_3V(v, vertex); |
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476 | NORMALIZE_3FV(v); |
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477 | SUB_3V(VP, VP, v); /* h = VP + VPe */ |
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478 | h = VP; |
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479 | NORMALIZE_3FV(h); |
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480 | } |
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481 | else if (light->_Flags & LIGHT_POSITIONAL) { |
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482 | h = VP; |
||
483 | ACC_3V(h, ctx->_EyeZDir); |
||
484 | NORMALIZE_3FV(h); |
||
485 | } |
||
486 | else { |
||
487 | h = light->_h_inf_norm; |
||
488 | } |
||
489 | |||
490 | n_dot_h = correction * DOT3(normal, h); |
||
491 | |||
492 | if (n_dot_h > 0.0F) |
||
493 | { |
||
494 | GLfloat spec_coef; |
||
495 | struct gl_shine_tab *tab = ctx->_ShineTable[side]; |
||
496 | |||
497 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef ); |
||
498 | |||
499 | ACC_SCALE_SCALAR_3V( contrib, spec_coef, |
||
500 | light->_MatSpecular[side]); |
||
501 | } |
||
502 | } |
||
503 | |||
504 | ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib ); |
||
505 | } |
||
506 | |||
507 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] ); |
||
508 | Fcolor[j][3] = sumA[0]; |
||
509 | |||
510 | if (IDX & LIGHT_TWOSIDE) { |
||
511 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] ); |
||
512 | Bcolor[j][3] = sumA[1]; |
||
513 | } |
||
514 | } |
||
515 | } |
||
516 | |||
517 | |||
518 | |||
519 | |||
520 | /* As below, but with just a single light. |
||
521 | */ |
||
522 | static void TAG(light_fast_rgba_single)( GLcontext *ctx, |
||
523 | struct vertex_buffer *VB, |
||
524 | struct gl_pipeline_stage *stage, |
||
525 | GLvector4f *input ) |
||
526 | |||
527 | { |
||
528 | struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
||
529 | const GLuint nstride = VB->NormalPtr->stride; |
||
530 | const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; |
||
531 | GLfloat *CMcolor; |
||
532 | GLuint CMstride; |
||
533 | GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; |
||
534 | GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; |
||
535 | const struct gl_light *light = ctx->Light.EnabledList.next; |
||
536 | const GLuint *flags = VB->Flag; |
||
537 | GLchan basechan[2][4]; |
||
538 | GLuint j = 0; |
||
539 | struct gl_material (*new_material)[2] = VB->Material; |
||
540 | const GLuint *new_material_mask = VB->MaterialMask; |
||
541 | GLfloat base[2][3]; |
||
542 | const GLuint nr = VB->Count; |
||
543 | |||
544 | #ifdef TRACE |
||
545 | fprintf(stderr, "%s\n", __FUNCTION__ ); |
||
546 | #endif |
||
547 | |||
548 | (void) input; /* doesn't refer to Eye or Obj */ |
||
549 | (void) flags; |
||
550 | (void) nr; |
||
551 | (void) nstride; |
||
552 | |||
553 | if (IDX & LIGHT_COLORMATERIAL) { |
||
554 | if (VB->ColorPtr[0]->Type != GL_FLOAT || |
||
555 | VB->ColorPtr[0]->Size != 4) |
||
556 | import_color_material( ctx, stage ); |
||
557 | |||
558 | CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; |
||
559 | CMstride = VB->ColorPtr[0]->StrideB; |
||
560 | } |
||
561 | |||
562 | VB->ColorPtr[0] = &store->LitColor[0]; |
||
563 | if (IDX & LIGHT_TWOSIDE) |
||
564 | VB->ColorPtr[1] = &store->LitColor[1]; |
||
565 | |||
566 | if (stage->changed_inputs == 0) |
||
567 | return; |
||
568 | |||
569 | do { |
||
570 | |||
571 | if ( CHECK_COLOR_MATERIAL(j) ) { |
||
572 | _mesa_update_color_material( ctx, CMcolor ); |
||
573 | } |
||
574 | |||
575 | if ( CHECK_MATERIAL(j) ) |
||
576 | _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); |
||
577 | |||
578 | if ( CHECK_VALIDATE(j) ) |
||
579 | TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
||
580 | |||
581 | |||
582 | /* No attenuation, so incoporate _MatAmbient into base color. |
||
583 | */ |
||
584 | COPY_3V(base[0], light->_MatAmbient[0]); |
||
585 | ACC_3V(base[0], ctx->Light._BaseColor[0] ); |
||
586 | UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] ); |
||
587 | UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3], |
||
588 | ctx->Light.Material[0].Diffuse[3]); |
||
589 | |||
590 | if (IDX & LIGHT_TWOSIDE) { |
||
591 | COPY_3V(base[1], light->_MatAmbient[1]); |
||
592 | ACC_3V(base[1], ctx->Light._BaseColor[1]); |
||
593 | UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]); |
||
594 | UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3], |
||
595 | ctx->Light.Material[1].Diffuse[3]); |
||
596 | } |
||
597 | |||
598 | do { |
||
599 | GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm); |
||
600 | |||
601 | if (n_dot_VP < 0.0F) { |
||
602 | if (IDX & LIGHT_TWOSIDE) { |
||
603 | GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm); |
||
604 | GLfloat sum[3]; |
||
605 | COPY_3V(sum, base[1]); |
||
606 | ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]); |
||
607 | if (n_dot_h > 0.0F) { |
||
608 | GLfloat spec; |
||
609 | GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec ); |
||
610 | ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]); |
||
611 | } |
||
612 | UNCLAMPED_FLOAT_TO_RGB_CHAN(Bcolor[j], sum ); |
||
613 | Bcolor[j][3] = basechan[1][3]; |
||
614 | } |
||
615 | COPY_CHAN4(Fcolor[j], basechan[0]); |
||
616 | } |
||
617 | else { |
||
618 | GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm); |
||
619 | GLfloat sum[3]; |
||
620 | COPY_3V(sum, base[0]); |
||
621 | ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]); |
||
622 | if (n_dot_h > 0.0F) { |
||
623 | GLfloat spec; |
||
624 | GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); |
||
625 | ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]); |
||
626 | |||
627 | } |
||
628 | UNCLAMPED_FLOAT_TO_RGB_CHAN(Fcolor[j], sum ); |
||
629 | Fcolor[j][3] = basechan[0][3]; |
||
630 | if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], basechan[1]); |
||
631 | } |
||
632 | |||
633 | j++; |
||
634 | CMSTRIDE; |
||
635 | STRIDE_F(normal, NSTRIDE); |
||
636 | } while (DO_ANOTHER_NORMAL(j)); |
||
637 | |||
638 | |||
639 | for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal,NSTRIDE)) |
||
640 | { |
||
641 | COPY_CHAN4(Fcolor[j], Fcolor[j-1]); |
||
642 | if (IDX & LIGHT_TWOSIDE) |
||
643 | COPY_CHAN4(Bcolor[j], Bcolor[j-1]); |
||
644 | } |
||
645 | |||
646 | } while (!CHECK_END_VB(j)); |
||
647 | } |
||
648 | |||
649 | |||
650 | /* Light infinite lights |
||
651 | */ |
||
652 | static void TAG(light_fast_rgba)( GLcontext *ctx, |
||
653 | struct vertex_buffer *VB, |
||
654 | struct gl_pipeline_stage *stage, |
||
655 | GLvector4f *input ) |
||
656 | { |
||
657 | struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
||
658 | GLchan sumA[2]; |
||
659 | const GLuint nstride = VB->NormalPtr->stride; |
||
660 | const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; |
||
661 | GLfloat *CMcolor; |
||
662 | GLuint CMstride; |
||
663 | GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; |
||
664 | GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; |
||
665 | const GLuint *flags = VB->Flag; |
||
666 | GLuint j = 0; |
||
667 | struct gl_material (*new_material)[2] = VB->Material; |
||
668 | GLuint *new_material_mask = VB->MaterialMask; |
||
669 | const GLuint nr = VB->Count; |
||
670 | const struct gl_light *light; |
||
671 | |||
672 | #ifdef TRACE |
||
673 | fprintf(stderr, "%s\n", __FUNCTION__ ); |
||
674 | #endif |
||
675 | |||
676 | (void) flags; |
||
677 | (void) input; |
||
678 | (void) nr; |
||
679 | (void) nstride; |
||
680 | |||
681 | UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); |
||
682 | UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); |
||
683 | |||
684 | if (IDX & LIGHT_COLORMATERIAL) { |
||
685 | if (VB->ColorPtr[0]->Type != GL_FLOAT || |
||
686 | VB->ColorPtr[0]->Size != 4) |
||
687 | import_color_material( ctx, stage ); |
||
688 | |||
689 | CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; |
||
690 | CMstride = VB->ColorPtr[0]->StrideB; |
||
691 | } |
||
692 | |||
693 | VB->ColorPtr[0] = &store->LitColor[0]; |
||
694 | if (IDX & LIGHT_TWOSIDE) |
||
695 | VB->ColorPtr[1] = &store->LitColor[1]; |
||
696 | |||
697 | if (stage->changed_inputs == 0) |
||
698 | return; |
||
699 | |||
700 | do { |
||
701 | do { |
||
702 | GLfloat sum[2][3]; |
||
703 | |||
704 | if ( CHECK_COLOR_MATERIAL(j) ) |
||
705 | _mesa_update_color_material( ctx, CMcolor ); |
||
706 | |||
707 | if ( CHECK_MATERIAL(j) ) |
||
708 | _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); |
||
709 | |||
710 | if ( CHECK_VALIDATE(j) ) { |
||
711 | TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
||
712 | UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); |
||
713 | if (IDX & LIGHT_TWOSIDE) |
||
714 | UNCLAMPED_FLOAT_TO_CHAN(sumA[1], |
||
715 | ctx->Light.Material[1].Diffuse[3]); |
||
716 | } |
||
717 | |||
718 | |||
719 | COPY_3V(sum[0], ctx->Light._BaseColor[0]); |
||
720 | if (IDX & LIGHT_TWOSIDE) |
||
721 | COPY_3V(sum[1], ctx->Light._BaseColor[1]); |
||
722 | |||
723 | foreach (light, &ctx->Light.EnabledList) { |
||
724 | GLfloat n_dot_h, n_dot_VP, spec; |
||
725 | |||
726 | ACC_3V(sum[0], light->_MatAmbient[0]); |
||
727 | if (IDX & LIGHT_TWOSIDE) |
||
728 | ACC_3V(sum[1], light->_MatAmbient[1]); |
||
729 | |||
730 | n_dot_VP = DOT3(normal, light->_VP_inf_norm); |
||
731 | |||
732 | if (n_dot_VP > 0.0F) { |
||
733 | ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]); |
||
734 | n_dot_h = DOT3(normal, light->_h_inf_norm); |
||
735 | if (n_dot_h > 0.0F) { |
||
736 | struct gl_shine_tab *tab = ctx->_ShineTable[0]; |
||
737 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); |
||
738 | ACC_SCALE_SCALAR_3V( sum[0], spec, |
||
739 | light->_MatSpecular[0]); |
||
740 | } |
||
741 | } |
||
742 | else if (IDX & LIGHT_TWOSIDE) { |
||
743 | ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]); |
||
744 | n_dot_h = -DOT3(normal, light->_h_inf_norm); |
||
745 | if (n_dot_h > 0.0F) { |
||
746 | struct gl_shine_tab *tab = ctx->_ShineTable[1]; |
||
747 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); |
||
748 | ACC_SCALE_SCALAR_3V( sum[1], spec, |
||
749 | light->_MatSpecular[1]); |
||
750 | } |
||
751 | } |
||
752 | } |
||
753 | |||
754 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] ); |
||
755 | Fcolor[j][3] = sumA[0]; |
||
756 | |||
757 | if (IDX & LIGHT_TWOSIDE) { |
||
758 | UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] ); |
||
759 | Bcolor[j][3] = sumA[1]; |
||
760 | } |
||
761 | |||
762 | j++; |
||
763 | CMSTRIDE; |
||
764 | STRIDE_F(normal, NSTRIDE); |
||
765 | } while (DO_ANOTHER_NORMAL(j)); |
||
766 | |||
767 | /* Reuse the shading results while there is no change to |
||
768 | * normal or material values. |
||
769 | */ |
||
770 | for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal, NSTRIDE)) |
||
771 | { |
||
772 | COPY_CHAN4(Fcolor[j], Fcolor[j-1]); |
||
773 | if (IDX & LIGHT_TWOSIDE) |
||
774 | COPY_CHAN4(Bcolor[j], Bcolor[j-1]); |
||
775 | } |
||
776 | |||
777 | } while (!CHECK_END_VB(j)); |
||
778 | } |
||
779 | |||
780 | |||
781 | |||
782 | |||
783 | |||
784 | /* |
||
785 | * Use current lighting/material settings to compute the color indexes |
||
786 | * for an array of vertices. |
||
787 | * Input: n - number of vertices to light |
||
788 | * side - 0=use front material, 1=use back material |
||
789 | * vertex - array of [n] vertex position in eye coordinates |
||
790 | * normal - array of [n] surface normal vector |
||
791 | * Output: indexResult - resulting array of [n] color indexes |
||
792 | */ |
||
793 | static void TAG(light_ci)( GLcontext *ctx, |
||
794 | struct vertex_buffer *VB, |
||
795 | struct gl_pipeline_stage *stage, |
||
796 | GLvector4f *input ) |
||
797 | { |
||
798 | struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
||
799 | GLuint j; |
||
800 | const GLuint vstride = input->stride; |
||
801 | const GLfloat *vertex = (GLfloat *) input->data; |
||
802 | const GLuint nstride = VB->NormalPtr->stride; |
||
803 | const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; |
||
804 | GLfloat *CMcolor; |
||
805 | GLuint CMstride; |
||
806 | const GLuint *flags = VB->Flag; |
||
807 | GLuint *indexResult[2]; |
||
808 | struct gl_material (*new_material)[2] = VB->Material; |
||
809 | GLuint *new_material_mask = VB->MaterialMask; |
||
810 | const GLuint nr = VB->Count; |
||
811 | |||
812 | #ifdef TRACE |
||
813 | fprintf(stderr, "%s\n", __FUNCTION__ ); |
||
814 | #endif |
||
815 | |||
816 | (void) flags; |
||
817 | (void) nstride; |
||
818 | (void) vstride; |
||
819 | |||
820 | VB->IndexPtr[0] = &store->LitIndex[0]; |
||
821 | if (IDX & LIGHT_TWOSIDE) |
||
822 | VB->IndexPtr[1] = &store->LitIndex[1]; |
||
823 | |||
824 | if (stage->changed_inputs == 0) |
||
825 | return; |
||
826 | |||
827 | indexResult[0] = VB->IndexPtr[0]->data; |
||
828 | if (IDX & LIGHT_TWOSIDE) |
||
829 | indexResult[1] = VB->IndexPtr[1]->data; |
||
830 | |||
831 | if (IDX & LIGHT_COLORMATERIAL) { |
||
832 | if (VB->ColorPtr[0]->Type != GL_FLOAT || |
||
833 | VB->ColorPtr[0]->Size != 4) |
||
834 | import_color_material( ctx, stage ); |
||
835 | |||
836 | CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; |
||
837 | CMstride = VB->ColorPtr[0]->StrideB; |
||
838 | } |
||
839 | |||
840 | /* loop over vertices */ |
||
841 | for ( j=0 ; |
||
842 | j<nr ; |
||
843 | j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal, NSTRIDE), CMSTRIDE) |
||
844 | { |
||
845 | GLfloat diffuse[2], specular[2]; |
||
846 | GLuint side = 0; |
||
847 | struct gl_light *light; |
||
848 | |||
849 | if ( CHECK_COLOR_MATERIAL(j) ) |
||
850 | _mesa_update_color_material( ctx, CMcolor ); |
||
851 | |||
852 | if ( CHECK_MATERIAL(j) ) |
||
853 | _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); |
||
854 | |||
855 | if ( CHECK_VALIDATE(j) ) |
||
856 | TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
||
857 | |||
858 | diffuse[0] = specular[0] = 0.0F; |
||
859 | |||
860 | if ( IDX & LIGHT_TWOSIDE ) { |
||
861 | diffuse[1] = specular[1] = 0.0F; |
||
862 | } |
||
863 | |||
864 | /* Accumulate diffuse and specular from each light source */ |
||
865 | foreach (light, &ctx->Light.EnabledList) { |
||
866 | |||
867 | GLfloat attenuation = 1.0F; |
||
868 | GLfloat VP[3]; /* unit vector from vertex to light */ |
||
869 | GLfloat n_dot_VP; /* dot product of l and n */ |
||
870 | GLfloat *h, n_dot_h, correction = 1.0; |
||
871 | |||
872 | /* compute l and attenuation */ |
||
873 | if (!(light->_Flags & LIGHT_POSITIONAL)) { |
||
874 | /* directional light */ |
||
875 | COPY_3V(VP, light->_VP_inf_norm); |
||
876 | } |
||
877 | else { |
||
878 | GLfloat d; /* distance from vertex to light */ |
||
879 | |||
880 | SUB_3V(VP, light->_Position, vertex); |
||
881 | |||
882 | d = (GLfloat) LEN_3FV( VP ); |
||
883 | if ( d > 1e-6) { |
||
884 | GLfloat invd = 1.0F / d; |
||
885 | SELF_SCALE_SCALAR_3V(VP, invd); |
||
886 | } |
||
887 | |||
888 | attenuation = 1.0F / (light->ConstantAttenuation + d * |
||
889 | (light->LinearAttenuation + d * |
||
890 | light->QuadraticAttenuation)); |
||
891 | |||
892 | /* spotlight attenuation */ |
||
893 | if (light->_Flags & LIGHT_SPOT) { |
||
894 | GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); |
||
895 | if (PV_dot_dir < light->_CosCutoff) { |
||
896 | continue; /* this light makes no contribution */ |
||
897 | } |
||
898 | else { |
||
899 | GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1); |
||
900 | GLint k = (GLint) x; |
||
901 | GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] |
||
902 | + (x-k)*light->_SpotExpTable[k][1]); |
||
903 | attenuation *= spot; |
||
904 | } |
||
905 | } |
||
906 | } |
||
907 | |||
908 | if (attenuation < 1e-3) |
||
909 | continue; /* this light makes no contribution */ |
||
910 | |||
911 | n_dot_VP = DOT3( normal, VP ); |
||
912 | |||
913 | /* which side are we lighting? */ |
||
914 | if (n_dot_VP < 0.0F) { |
||
915 | if (!(IDX & LIGHT_TWOSIDE)) |
||
916 | continue; |
||
917 | side = 1; |
||
918 | correction = -1; |
||
919 | n_dot_VP = -n_dot_VP; |
||
920 | } |
||
921 | |||
922 | /* accumulate diffuse term */ |
||
923 | diffuse[side] += n_dot_VP * light->_dli * attenuation; |
||
924 | |||
925 | /* specular term */ |
||
926 | if (ctx->Light.Model.LocalViewer) { |
||
927 | GLfloat v[3]; |
||
928 | COPY_3V(v, vertex); |
||
929 | NORMALIZE_3FV(v); |
||
930 | SUB_3V(VP, VP, v); /* h = VP + VPe */ |
||
931 | h = VP; |
||
932 | NORMALIZE_3FV(h); |
||
933 | } |
||
934 | else if (light->_Flags & LIGHT_POSITIONAL) { |
||
935 | h = VP; |
||
936 | /* Strangely, disabling this addition fixes a conformance |
||
937 | * problem. If this code is enabled, l_sed.c fails. |
||
938 | */ |
||
939 | /*ACC_3V(h, ctx->_EyeZDir);*/ |
||
940 | NORMALIZE_3FV(h); |
||
941 | } |
||
942 | else { |
||
943 | h = light->_h_inf_norm; |
||
944 | } |
||
945 | |||
946 | n_dot_h = correction * DOT3(normal, h); |
||
947 | if (n_dot_h > 0.0F) { |
||
948 | GLfloat spec_coef; |
||
949 | struct gl_shine_tab *tab = ctx->_ShineTable[side]; |
||
950 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef); |
||
951 | specular[side] += spec_coef * light->_sli * attenuation; |
||
952 | } |
||
953 | } /*loop over lights*/ |
||
954 | |||
955 | /* Now compute final color index */ |
||
956 | for (side = 0 ; side < NR_SIDES ; side++) { |
||
957 | struct gl_material *mat = &ctx->Light.Material[side]; |
||
958 | GLfloat index; |
||
959 | |||
960 | if (specular[side] > 1.0F) { |
||
961 | index = mat->SpecularIndex; |
||
962 | } |
||
963 | else { |
||
964 | GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex; |
||
965 | GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex; |
||
966 | |||
967 | index = mat->AmbientIndex |
||
968 | + diffuse[side] * (1.0F-specular[side]) * d_a |
||
969 | + specular[side] * s_a; |
||
970 | |||
971 | if (index > mat->SpecularIndex) { |
||
972 | index = mat->SpecularIndex; |
||
973 | } |
||
974 | } |
||
975 | indexResult[side][j] = (GLuint) (GLint) index; |
||
976 | } |
||
977 | } /*for vertex*/ |
||
978 | } |
||
979 | |||
980 | |||
981 | |||
982 | static void TAG(init_light_tab)( void ) |
||
983 | { |
||
984 | _tnl_light_tab[IDX] = TAG(light_rgba); |
||
985 | _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba); |
||
986 | _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single); |
||
987 | _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec); |
||
988 | _tnl_light_ci_tab[IDX] = TAG(light_ci); |
||
989 | } |
||
990 | |||
991 | |||
992 | #undef TAG |
||
993 | #undef IDX |
||
994 | #undef NR_SIDES |
||
995 | #undef NSTRIDE |
||
996 | #undef VSTRIDE |
||
997 | #undef CHECK_MATERIAL |
||
998 | #undef CHECK_END_VB |
||
999 | #undef DO_ANOTHER_NORMAL |
||
1000 | #undef REUSE_LIGHT_RESULTS |
||
1001 | #undef CMSTRIDE |
||
1002 | #undef CHECK_COLOR_MATERIAL |
||
1003 | #undef CHECK_VALIDATE |