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/* $Id: light.c,v 1.1 2003-02-28 11:42:03 pj Exp $ */
2
 
3
/*
4
 * Mesa 3-D graphics library
5
 * Version:  4.1
6
 *
7
 * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
8
 *
9
 * Permission is hereby granted, free of charge, to any person obtaining a
10
 * copy of this software and associated documentation files (the "Software"),
11
 * to deal in the Software without restriction, including without limitation
12
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13
 * and/or sell copies of the Software, and to permit persons to whom the
14
 * Software is furnished to do so, subject to the following conditions:
15
 *
16
 * The above copyright notice and this permission notice shall be included
17
 * in all copies or substantial portions of the Software.
18
 *
19
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
 */
26
 
27
 
28
#include "glheader.h"
29
#include "imports.h"
30
#include "colormac.h"
31
#include "context.h"
32
#include "enums.h"
33
#include "light.h"
34
#include "macros.h"
35
#include "mmath.h"
36
#include "simple_list.h"
37
#include "mtypes.h"
38
#include "math/m_xform.h"
39
#include "math/m_matrix.h"
40
 
41
 
42
/* XXX this is a bit of a hack needed for compilation within XFree86 */
43
#ifndef FLT_MIN
44
#define FLT_MIN 1e-37
45
#endif
46
 
47
 
48
void
49
_mesa_ShadeModel( GLenum mode )
50
{
51
   GET_CURRENT_CONTEXT(ctx);
52
   ASSERT_OUTSIDE_BEGIN_END(ctx);
53
 
54
   if (MESA_VERBOSE & VERBOSE_API)
55
      _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
56
 
57
   if (mode != GL_FLAT && mode != GL_SMOOTH) {
58
      _mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
59
      return;
60
   }
61
 
62
   if (ctx->Light.ShadeModel == mode)
63
      return;
64
 
65
   FLUSH_VERTICES(ctx, _NEW_LIGHT);
66
   ctx->Light.ShadeModel = mode;
67
   ctx->_TriangleCaps ^= DD_FLATSHADE;
68
   if (ctx->Driver.ShadeModel)
69
      (*ctx->Driver.ShadeModel)( ctx, mode );
70
}
71
 
72
 
73
 
74
void
75
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
76
{
77
   _mesa_Lightfv( light, pname, &param );
78
}
79
 
80
 
81
void
82
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
83
{
84
   GET_CURRENT_CONTEXT(ctx);
85
   GLint i = (GLint) (light - GL_LIGHT0);
86
   struct gl_light *l = &ctx->Light.Light[i];
87
 
88
   if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
89
      _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
90
      return;
91
   }
92
 
93
   switch (pname) {
94
   case GL_AMBIENT:
95
      if (TEST_EQ_4V(l->Ambient, params))
96
         return;
97
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
98
      COPY_4V( l->Ambient, params );
99
      break;
100
   case GL_DIFFUSE:
101
      if (TEST_EQ_4V(l->Diffuse, params))
102
         return;
103
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
104
      COPY_4V( l->Diffuse, params );
105
      break;
106
   case GL_SPECULAR:
107
      if (TEST_EQ_4V(l->Specular, params))
108
         return;
109
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
110
      COPY_4V( l->Specular, params );
111
      break;
112
   case GL_POSITION: {
113
      GLfloat tmp[4];
114
      /* transform position by ModelView matrix */
115
      TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
116
      if (TEST_EQ_4V(l->EyePosition, tmp))
117
         return;
118
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
119
      COPY_4V(l->EyePosition, tmp);
120
      if (l->EyePosition[3] != 0.0F)
121
         l->_Flags |= LIGHT_POSITIONAL;
122
      else
123
         l->_Flags &= ~LIGHT_POSITIONAL;
124
      break;
125
   }
126
   case GL_SPOT_DIRECTION: {
127
      GLfloat tmp[4];
128
      /* transform direction by inverse modelview */
129
      if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
130
         _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
131
      }
132
      TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
133
      if (TEST_EQ_3V(l->EyeDirection, tmp))
134
         return;
135
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
136
      COPY_3V(l->EyeDirection, tmp);
137
      break;
138
   }
139
   case GL_SPOT_EXPONENT:
140
      if (params[0]<0.0 || params[0]>128.0) {
141
         _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
142
         return;
143
      }
144
      if (l->SpotExponent == params[0])
145
         return;
146
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
147
      l->SpotExponent = params[0];
148
      _mesa_invalidate_spot_exp_table( l );
149
      break;
150
   case GL_SPOT_CUTOFF:
151
      if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
152
         _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
153
         return;
154
      }
155
      if (l->SpotCutoff == params[0])
156
         return;
157
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
158
      l->SpotCutoff = params[0];
159
      l->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD);
160
      if (l->_CosCutoff < 0)
161
         l->_CosCutoff = 0;
162
      if (l->SpotCutoff != 180.0F)
163
         l->_Flags |= LIGHT_SPOT;
164
      else
165
         l->_Flags &= ~LIGHT_SPOT;
166
      break;
167
   case GL_CONSTANT_ATTENUATION:
168
      if (params[0]<0.0) {
169
         _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
170
         return;
171
      }
172
      if (l->ConstantAttenuation == params[0])
173
         return;
174
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
175
      l->ConstantAttenuation = params[0];
176
      break;
177
   case GL_LINEAR_ATTENUATION:
178
      if (params[0]<0.0) {
179
         _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
180
         return;
181
      }
182
      if (l->LinearAttenuation == params[0])
183
         return;
184
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
185
      l->LinearAttenuation = params[0];
186
      break;
187
   case GL_QUADRATIC_ATTENUATION:
188
      if (params[0]<0.0) {
189
         _mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
190
         return;
191
      }
192
      if (l->QuadraticAttenuation == params[0])
193
         return;
194
      FLUSH_VERTICES(ctx, _NEW_LIGHT);
195
      l->QuadraticAttenuation = params[0];
196
      break;
197
   default:
198
      _mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname );
199
      return;
200
   }
201
 
202
   if (ctx->Driver.Lightfv)
203
      ctx->Driver.Lightfv( ctx, light, pname, params );
204
}
205
 
206
 
207
void
208
_mesa_Lighti( GLenum light, GLenum pname, GLint param )
209
{
210
   _mesa_Lightiv( light, pname, &param );
211
}
212
 
213
 
214
void
215
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
216
{
217
   GLfloat fparam[4];
218
 
219
   switch (pname) {
220
      case GL_AMBIENT:
221
      case GL_DIFFUSE:
222
      case GL_SPECULAR:
223
         fparam[0] = INT_TO_FLOAT( params[0] );
224
         fparam[1] = INT_TO_FLOAT( params[1] );
225
         fparam[2] = INT_TO_FLOAT( params[2] );
226
         fparam[3] = INT_TO_FLOAT( params[3] );
227
         break;
228
      case GL_POSITION:
229
         fparam[0] = (GLfloat) params[0];
230
         fparam[1] = (GLfloat) params[1];
231
         fparam[2] = (GLfloat) params[2];
232
         fparam[3] = (GLfloat) params[3];
233
         break;
234
      case GL_SPOT_DIRECTION:
235
         fparam[0] = (GLfloat) params[0];
236
         fparam[1] = (GLfloat) params[1];
237
         fparam[2] = (GLfloat) params[2];
238
         break;
239
      case GL_SPOT_EXPONENT:
240
      case GL_SPOT_CUTOFF:
241
      case GL_CONSTANT_ATTENUATION:
242
      case GL_LINEAR_ATTENUATION:
243
      case GL_QUADRATIC_ATTENUATION:
244
         fparam[0] = (GLfloat) params[0];
245
         break;
246
      default:
247
         /* error will be caught later in gl_Lightfv */
248
         ;
249
   }
250
 
251
   _mesa_Lightfv( light, pname, fparam );
252
}
253
 
254
 
255
 
256
void
257
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
258
{
259
   GET_CURRENT_CONTEXT(ctx);
260
   GLint l = (GLint) (light - GL_LIGHT0);
261
   ASSERT_OUTSIDE_BEGIN_END(ctx);
262
 
263
   if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
264
      _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
265
      return;
266
   }
267
 
268
   switch (pname) {
269
      case GL_AMBIENT:
270
         COPY_4V( params, ctx->Light.Light[l].Ambient );
271
         break;
272
      case GL_DIFFUSE:
273
         COPY_4V( params, ctx->Light.Light[l].Diffuse );
274
         break;
275
      case GL_SPECULAR:
276
         COPY_4V( params, ctx->Light.Light[l].Specular );
277
         break;
278
      case GL_POSITION:
279
         COPY_4V( params, ctx->Light.Light[l].EyePosition );
280
         break;
281
      case GL_SPOT_DIRECTION:
282
         COPY_3V( params, ctx->Light.Light[l].EyeDirection );
283
         break;
284
      case GL_SPOT_EXPONENT:
285
         params[0] = ctx->Light.Light[l].SpotExponent;
286
         break;
287
      case GL_SPOT_CUTOFF:
288
         params[0] = ctx->Light.Light[l].SpotCutoff;
289
         break;
290
      case GL_CONSTANT_ATTENUATION:
291
         params[0] = ctx->Light.Light[l].ConstantAttenuation;
292
         break;
293
      case GL_LINEAR_ATTENUATION:
294
         params[0] = ctx->Light.Light[l].LinearAttenuation;
295
         break;
296
      case GL_QUADRATIC_ATTENUATION:
297
         params[0] = ctx->Light.Light[l].QuadraticAttenuation;
298
         break;
299
      default:
300
         _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
301
         break;
302
   }
303
}
304
 
305
 
306
 
307
void
308
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
309
{
310
   GET_CURRENT_CONTEXT(ctx);
311
   GLint l = (GLint) (light - GL_LIGHT0);
312
   ASSERT_OUTSIDE_BEGIN_END(ctx);
313
 
314
   if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
315
      _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
316
      return;
317
   }
318
 
319
   switch (pname) {
320
      case GL_AMBIENT:
321
         params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
322
         params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
323
         params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
324
         params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
325
         break;
326
      case GL_DIFFUSE:
327
         params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
328
         params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
329
         params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
330
         params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
331
         break;
332
      case GL_SPECULAR:
333
         params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
334
         params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
335
         params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
336
         params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
337
         break;
338
      case GL_POSITION:
339
         params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
340
         params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
341
         params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
342
         params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
343
         break;
344
      case GL_SPOT_DIRECTION:
345
         params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
346
         params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
347
         params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
348
         break;
349
      case GL_SPOT_EXPONENT:
350
         params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
351
         break;
352
      case GL_SPOT_CUTOFF:
353
         params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
354
         break;
355
      case GL_CONSTANT_ATTENUATION:
356
         params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
357
         break;
358
      case GL_LINEAR_ATTENUATION:
359
         params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
360
         break;
361
      case GL_QUADRATIC_ATTENUATION:
362
         params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
363
         break;
364
      default:
365
         _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
366
         break;
367
   }
368
}
369
 
370
 
371
 
372
/**********************************************************************/
373
/***                        Light Model                             ***/
374
/**********************************************************************/
375
 
376
 
377
void
378
_mesa_LightModelfv( GLenum pname, const GLfloat *params )
379
{
380
   GLenum newenum;
381
   GLboolean newbool;
382
   GET_CURRENT_CONTEXT(ctx);
383
   ASSERT_OUTSIDE_BEGIN_END(ctx);
384
 
385
   switch (pname) {
386
      case GL_LIGHT_MODEL_AMBIENT:
387
         if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
388
            return;
389
         FLUSH_VERTICES(ctx, _NEW_LIGHT);
390
         COPY_4V( ctx->Light.Model.Ambient, params );
391
         break;
392
      case GL_LIGHT_MODEL_LOCAL_VIEWER:
393
         newbool = (params[0]!=0.0);
394
         if (ctx->Light.Model.LocalViewer == newbool)
395
            return;
396
         FLUSH_VERTICES(ctx, _NEW_LIGHT);
397
         ctx->Light.Model.LocalViewer = newbool;
398
         break;
399
      case GL_LIGHT_MODEL_TWO_SIDE:
400
         newbool = (params[0]!=0.0);
401
         if (ctx->Light.Model.TwoSide == newbool)
402
            return;
403
         FLUSH_VERTICES(ctx, _NEW_LIGHT);
404
         ctx->Light.Model.TwoSide = newbool;
405
 
406
         if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
407
            ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
408
         else
409
            ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
410
         break;
411
      case GL_LIGHT_MODEL_COLOR_CONTROL:
412
         if (params[0] == (GLfloat) GL_SINGLE_COLOR)
413
            newenum = GL_SINGLE_COLOR;
414
         else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
415
            newenum = GL_SEPARATE_SPECULAR_COLOR;
416
         else {
417
            _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
418
                         (GLint) params[0] );
419
            return;
420
         }
421
         if (ctx->Light.Model.ColorControl == newenum)
422
            return;
423
         FLUSH_VERTICES(ctx, _NEW_LIGHT);
424
         ctx->Light.Model.ColorControl = newenum;
425
 
426
         if ((ctx->Light.Enabled &&
427
              ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
428
             || ctx->Fog.ColorSumEnabled)
429
            ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
430
         else
431
            ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
432
 
433
         break;
434
      default:
435
         _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
436
         break;
437
   }
438
 
439
   if (ctx->Driver.LightModelfv)
440
      ctx->Driver.LightModelfv( ctx, pname, params );
441
}
442
 
443
 
444
void
445
_mesa_LightModeliv( GLenum pname, const GLint *params )
446
{
447
   GLfloat fparam[4];
448
 
449
   switch (pname) {
450
      case GL_LIGHT_MODEL_AMBIENT:
451
         fparam[0] = INT_TO_FLOAT( params[0] );
452
         fparam[1] = INT_TO_FLOAT( params[1] );
453
         fparam[2] = INT_TO_FLOAT( params[2] );
454
         fparam[3] = INT_TO_FLOAT( params[3] );
455
         break;
456
      case GL_LIGHT_MODEL_LOCAL_VIEWER:
457
      case GL_LIGHT_MODEL_TWO_SIDE:
458
      case GL_LIGHT_MODEL_COLOR_CONTROL:
459
         fparam[0] = (GLfloat) params[0];
460
         break;
461
      default:
462
         /* Error will be caught later in gl_LightModelfv */
463
         ;
464
   }
465
   _mesa_LightModelfv( pname, fparam );
466
}
467
 
468
 
469
void
470
_mesa_LightModeli( GLenum pname, GLint param )
471
{
472
   _mesa_LightModeliv( pname, &param );
473
}
474
 
475
 
476
void
477
_mesa_LightModelf( GLenum pname, GLfloat param )
478
{
479
   _mesa_LightModelfv( pname, &param );
480
}
481
 
482
 
483
 
484
/********** MATERIAL **********/
485
 
486
 
487
/*
488
 * Given a face and pname value (ala glColorMaterial), compute a bitmask
489
 * of the targeted material values.
490
 */
491
GLuint
492
_mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
493
                        GLuint legal, const char *where )
494
{
495
   GLuint bitmask = 0;
496
 
497
   /* Make a bitmask indicating what material attribute(s) we're updating */
498
   switch (pname) {
499
      case GL_EMISSION:
500
         bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT;
501
         break;
502
      case GL_AMBIENT:
503
         bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
504
         break;
505
      case GL_DIFFUSE:
506
         bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
507
         break;
508
      case GL_SPECULAR:
509
         bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT;
510
         break;
511
      case GL_SHININESS:
512
         bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT;
513
         break;
514
      case GL_AMBIENT_AND_DIFFUSE:
515
         bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
516
         bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
517
         break;
518
      case GL_COLOR_INDEXES:
519
         bitmask |= FRONT_INDEXES_BIT  | BACK_INDEXES_BIT;
520
         break;
521
      default:
522
         _mesa_error( ctx, GL_INVALID_ENUM, where );
523
         return 0;
524
   }
525
 
526
   if (face==GL_FRONT) {
527
      bitmask &= FRONT_MATERIAL_BITS;
528
   }
529
   else if (face==GL_BACK) {
530
      bitmask &= BACK_MATERIAL_BITS;
531
   }
532
   else if (face != GL_FRONT_AND_BACK) {
533
      _mesa_error( ctx, GL_INVALID_ENUM, where );
534
      return 0;
535
   }
536
 
537
   if (bitmask & ~legal) {
538
      _mesa_error( ctx, GL_INVALID_ENUM, where );
539
      return 0;
540
   }
541
 
542
   return bitmask;
543
}
544
 
545
 
546
/* Perform a straight copy between pairs of materials.
547
 */
548
void _mesa_copy_material_pairs( struct gl_material dst[2],
549
                             const struct gl_material src[2],
550
                             GLuint bitmask )
551
{
552
   if (bitmask & FRONT_EMISSION_BIT) {
553
      COPY_4FV( dst[0].Emission, src[0].Emission );
554
   }
555
   if (bitmask & BACK_EMISSION_BIT) {
556
      COPY_4FV( dst[1].Emission, src[1].Emission );
557
   }
558
   if (bitmask & FRONT_AMBIENT_BIT) {
559
      COPY_4FV( dst[0].Ambient, src[0].Ambient );
560
   }
561
   if (bitmask & BACK_AMBIENT_BIT) {
562
      COPY_4FV( dst[1].Ambient, src[1].Ambient );
563
   }
564
   if (bitmask & FRONT_DIFFUSE_BIT) {
565
      COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
566
   }
567
   if (bitmask & BACK_DIFFUSE_BIT) {
568
      COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
569
   }
570
   if (bitmask & FRONT_SPECULAR_BIT) {
571
      COPY_4FV( dst[0].Specular, src[0].Specular );
572
   }
573
   if (bitmask & BACK_SPECULAR_BIT) {
574
      COPY_4FV( dst[1].Specular, src[1].Specular );
575
   }
576
   if (bitmask & FRONT_SHININESS_BIT) {
577
      dst[0].Shininess = src[0].Shininess;
578
   }
579
   if (bitmask & BACK_SHININESS_BIT) {
580
      dst[1].Shininess = src[1].Shininess;
581
   }
582
   if (bitmask & FRONT_INDEXES_BIT) {
583
      dst[0].AmbientIndex = src[0].AmbientIndex;
584
      dst[0].DiffuseIndex = src[0].DiffuseIndex;
585
      dst[0].SpecularIndex = src[0].SpecularIndex;
586
   }
587
   if (bitmask & BACK_INDEXES_BIT) {
588
      dst[1].AmbientIndex = src[1].AmbientIndex;
589
      dst[1].DiffuseIndex = src[1].DiffuseIndex;
590
      dst[1].SpecularIndex = src[1].SpecularIndex;
591
   }
592
}
593
 
594
 
595
/*
596
 * Check if the global material has to be updated with info that was
597
 * associated with a vertex via glMaterial.
598
 * This function is used when any material values get changed between
599
 * glBegin/glEnd either by calling glMaterial() or by calling glColor()
600
 * when GL_COLOR_MATERIAL is enabled.
601
 *
602
 * src[0] is front material, src[1] is back material
603
 *
604
 * Additionally keeps the precomputed lighting state uptodate.
605
 */
606
void _mesa_update_material( GLcontext *ctx,
607
                         const struct gl_material src[2],
608
                         GLuint bitmask )
609
{
610
   struct gl_light *light, *list = &ctx->Light.EnabledList;
611
 
612
   if (ctx->Light.ColorMaterialEnabled)
613
      bitmask &= ~ctx->Light.ColorMaterialBitmask;
614
 
615
   if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
616
      _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
617
 
618
   if (!bitmask)
619
      return;
620
 
621
   /* update material emission */
622
   if (bitmask & FRONT_EMISSION_BIT) {
623
      struct gl_material *mat = &ctx->Light.Material[0];
624
      COPY_4FV( mat->Emission, src[0].Emission );
625
   }
626
   if (bitmask & BACK_EMISSION_BIT) {
627
      struct gl_material *mat = &ctx->Light.Material[1];
628
      COPY_4FV( mat->Emission, src[1].Emission );
629
   }
630
 
631
   /* update material ambience */
632
   if (bitmask & FRONT_AMBIENT_BIT) {
633
      struct gl_material *mat = &ctx->Light.Material[0];
634
      COPY_4FV( mat->Ambient, src[0].Ambient );
635
      foreach (light, list) {
636
         SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient);
637
      }
638
   }
639
   if (bitmask & BACK_AMBIENT_BIT) {
640
      struct gl_material *mat = &ctx->Light.Material[1];
641
      COPY_4FV( mat->Ambient, src[1].Ambient );
642
      foreach (light, list) {
643
         SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient);
644
      }
645
   }
646
 
647
   /* update BaseColor = emission + scene's ambience * material's ambience */
648
   if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
649
      struct gl_material *mat = &ctx->Light.Material[0];
650
      COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
651
      ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient,
652
                    ctx->Light.Model.Ambient );
653
   }
654
   if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
655
      struct gl_material *mat = &ctx->Light.Material[1];
656
      COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
657
      ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient,
658
                    ctx->Light.Model.Ambient );
659
   }
660
 
661
   /* update material diffuse values */
662
   if (bitmask & FRONT_DIFFUSE_BIT) {
663
      struct gl_material *mat = &ctx->Light.Material[0];
664
      COPY_4FV( mat->Diffuse, src[0].Diffuse );
665
      foreach (light, list) {
666
         SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
667
      }
668
   }
669
   if (bitmask & BACK_DIFFUSE_BIT) {
670
      struct gl_material *mat = &ctx->Light.Material[1];
671
      COPY_4FV( mat->Diffuse, src[1].Diffuse );
672
      foreach (light, list) {
673
         SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
674
      }
675
   }
676
 
677
   /* update material specular values */
678
   if (bitmask & FRONT_SPECULAR_BIT) {
679
      struct gl_material *mat = &ctx->Light.Material[0];
680
      COPY_4FV( mat->Specular, src[0].Specular );
681
      foreach (light, list) {
682
         SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
683
      }
684
   }
685
   if (bitmask & BACK_SPECULAR_BIT) {
686
      struct gl_material *mat = &ctx->Light.Material[1];
687
      COPY_4FV( mat->Specular, src[1].Specular );
688
      foreach (light, list) {
689
         SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
690
      }
691
   }
692
 
693
   if (bitmask & FRONT_SHININESS_BIT) {
694
      ctx->Light.Material[0].Shininess = src[0].Shininess;
695
      _mesa_invalidate_shine_table( ctx, 0 );
696
   }
697
   if (bitmask & BACK_SHININESS_BIT) {
698
      ctx->Light.Material[1].Shininess = src[1].Shininess;
699
      _mesa_invalidate_shine_table( ctx, 1 );
700
   }
701
 
702
   if (bitmask & FRONT_INDEXES_BIT) {
703
      ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex;
704
      ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex;
705
      ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex;
706
   }
707
   if (bitmask & BACK_INDEXES_BIT) {
708
      ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex;
709
      ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex;
710
      ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex;
711
   }
712
 
713
   if (0) {
714
      struct gl_material *mat = &ctx->Light.Material[0];
715
      _mesa_debug(ctx, "update_mat  emission : %f %f %f\n",
716
                  mat->Emission[0], mat->Emission[1], mat->Emission[2]);
717
      _mesa_debug(ctx, "update_mat  specular : %f %f %f\n",
718
                  mat->Specular[0], mat->Specular[1], mat->Specular[2]);
719
      _mesa_debug(ctx, "update_mat  diffuse : %f %f %f\n",
720
                  mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
721
      _mesa_debug(ctx, "update_mat  ambient : %f %f %f\n",
722
                  mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
723
   }
724
}
725
 
726
 
727
 
728
 
729
 
730
 
731
 
732
/*
733
 * Update the current materials from the given rgba color
734
 * according to the bitmask in ColorMaterialBitmask, which is
735
 * set by glColorMaterial().
736
 */
737
void _mesa_update_color_material( GLcontext *ctx,
738
                                  const GLfloat color[4] )
739
{
740
   struct gl_light *light, *list = &ctx->Light.EnabledList;
741
   GLuint bitmask = ctx->Light.ColorMaterialBitmask;
742
 
743
   if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
744
      _mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask);
745
 
746
   /* update emissive colors */
747
   if (bitmask & FRONT_EMISSION_BIT) {
748
      struct gl_material *mat = &ctx->Light.Material[0];
749
      COPY_4FV( mat->Emission, color );
750
   }
751
 
752
   if (bitmask & BACK_EMISSION_BIT) {
753
      struct gl_material *mat = &ctx->Light.Material[1];
754
      COPY_4FV( mat->Emission, color );
755
   }
756
 
757
   /* update light->_MatAmbient = light's ambient * material's ambient */
758
   if (bitmask & FRONT_AMBIENT_BIT) {
759
      struct gl_material *mat = &ctx->Light.Material[0];
760
      foreach (light, list) {
761
         SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
762
      }
763
      COPY_4FV( mat->Ambient, color );
764
   }
765
 
766
   if (bitmask & BACK_AMBIENT_BIT) {
767
      struct gl_material *mat = &ctx->Light.Material[1];
768
      foreach (light, list) {
769
         SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
770
      }
771
      COPY_4FV( mat->Ambient, color );
772
   }
773
 
774
   /* update BaseColor = emission + scene's ambience * material's ambience */
775
   if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
776
      struct gl_material *mat = &ctx->Light.Material[0];
777
      COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
778
      ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
779
   }
780
 
781
   if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
782
      struct gl_material *mat = &ctx->Light.Material[1];
783
      COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
784
      ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
785
   }
786
 
787
   /* update light->_MatDiffuse = light's diffuse * material's diffuse */
788
   if (bitmask & FRONT_DIFFUSE_BIT) {
789
      struct gl_material *mat = &ctx->Light.Material[0];
790
      COPY_4FV( mat->Diffuse, color );
791
      foreach (light, list) {
792
         SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
793
      }
794
   }
795
 
796
   if (bitmask & BACK_DIFFUSE_BIT) {
797
      struct gl_material *mat = &ctx->Light.Material[1];
798
      COPY_4FV( mat->Diffuse, color );
799
      foreach (light, list) {
800
         SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
801
      }
802
   }
803
 
804
   /* update light->_MatSpecular = light's specular * material's specular */
805
   if (bitmask & FRONT_SPECULAR_BIT) {
806
      struct gl_material *mat = &ctx->Light.Material[0];
807
      COPY_4FV( mat->Specular, color );
808
      foreach (light, list) {
809
         ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
810
      }
811
   }
812
 
813
   if (bitmask & BACK_SPECULAR_BIT) {
814
      struct gl_material *mat = &ctx->Light.Material[1];
815
      COPY_4FV( mat->Specular, color );
816
      foreach (light, list) {
817
         ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
818
      }
819
   }
820
 
821
   if (0) {
822
      struct gl_material *mat = &ctx->Light.Material[0];
823
      _mesa_debug(ctx, "update_color_mat  emission : %f %f %f\n",
824
                  mat->Emission[0], mat->Emission[1], mat->Emission[2]);
825
      _mesa_debug(ctx, "update_color_mat  specular : %f %f %f\n",
826
                  mat->Specular[0], mat->Specular[1], mat->Specular[2]);
827
      _mesa_debug(ctx, "update_color_mat  diffuse : %f %f %f\n",
828
                  mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
829
      _mesa_debug(ctx, "update_color_mat  ambient : %f %f %f\n",
830
                  mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
831
   }
832
}
833
 
834
 
835
 
836
 
837
void
838
_mesa_ColorMaterial( GLenum face, GLenum mode )
839
{
840
   GET_CURRENT_CONTEXT(ctx);
841
   GLuint bitmask;
842
   GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT |
843
                   FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
844
                   FRONT_DIFFUSE_BIT  | BACK_DIFFUSE_BIT  |
845
                   FRONT_AMBIENT_BIT  | BACK_AMBIENT_BIT);
846
   ASSERT_OUTSIDE_BEGIN_END(ctx);
847
 
848
   if (MESA_VERBOSE&VERBOSE_API)
849
      _mesa_debug(ctx, "glColorMaterial %s %s\n",
850
                  _mesa_lookup_enum_by_nr(face),
851
                  _mesa_lookup_enum_by_nr(mode));
852
 
853
   bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
854
 
855
   if (ctx->Light.ColorMaterialBitmask == bitmask &&
856
       ctx->Light.ColorMaterialFace == face &&
857
       ctx->Light.ColorMaterialMode == mode)
858
      return;
859
 
860
   FLUSH_VERTICES(ctx, _NEW_LIGHT);
861
   ctx->Light.ColorMaterialBitmask = bitmask;
862
   ctx->Light.ColorMaterialFace = face;
863
   ctx->Light.ColorMaterialMode = mode;
864
 
865
   if (ctx->Light.ColorMaterialEnabled) {
866
      FLUSH_CURRENT( ctx, 0 );
867
      _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
868
   }
869
 
870
   if (ctx->Driver.ColorMaterial)
871
      (*ctx->Driver.ColorMaterial)( ctx, face, mode );
872
}
873
 
874
 
875
 
876
 
877
 
878
void
879
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
880
{
881
   GET_CURRENT_CONTEXT(ctx);
882
   GLuint f;
883
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
884
 
885
   if (face==GL_FRONT) {
886
      f = 0;
887
   }
888
   else if (face==GL_BACK) {
889
      f = 1;
890
   }
891
   else {
892
      _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
893
      return;
894
   }
895
   switch (pname) {
896
      case GL_AMBIENT:
897
         COPY_4FV( params, ctx->Light.Material[f].Ambient );
898
         break;
899
      case GL_DIFFUSE:
900
         COPY_4FV( params, ctx->Light.Material[f].Diffuse );
901
         break;
902
      case GL_SPECULAR:
903
         COPY_4FV( params, ctx->Light.Material[f].Specular );
904
         break;
905
      case GL_EMISSION:
906
         COPY_4FV( params, ctx->Light.Material[f].Emission );
907
         break;
908
      case GL_SHININESS:
909
         *params = ctx->Light.Material[f].Shininess;
910
         break;
911
      case GL_COLOR_INDEXES:
912
         params[0] = ctx->Light.Material[f].AmbientIndex;
913
         params[1] = ctx->Light.Material[f].DiffuseIndex;
914
         params[2] = ctx->Light.Material[f].SpecularIndex;
915
         break;
916
      default:
917
         _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
918
   }
919
}
920
 
921
 
922
 
923
void
924
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
925
{
926
   GET_CURRENT_CONTEXT(ctx);
927
   GLuint f;
928
   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
929
 
930
   if (face==GL_FRONT) {
931
      f = 0;
932
   }
933
   else if (face==GL_BACK) {
934
      f = 1;
935
   }
936
   else {
937
      _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
938
      return;
939
   }
940
   switch (pname) {
941
      case GL_AMBIENT:
942
         params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] );
943
         params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] );
944
         params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] );
945
         params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] );
946
         break;
947
      case GL_DIFFUSE:
948
         params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] );
949
         params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] );
950
         params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] );
951
         params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] );
952
         break;
953
      case GL_SPECULAR:
954
         params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] );
955
         params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] );
956
         params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] );
957
         params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] );
958
         break;
959
      case GL_EMISSION:
960
         params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] );
961
         params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] );
962
         params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] );
963
         params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] );
964
         break;
965
      case GL_SHININESS:
966
         *params = ROUNDF( ctx->Light.Material[f].Shininess );
967
         break;
968
      case GL_COLOR_INDEXES:
969
         params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex );
970
         params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex );
971
         params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
972
         break;
973
      default:
974
         _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
975
   }
976
}
977
 
978
 
979
 
980
 
981
/**********************************************************************/
982
/*****                  Lighting computation                      *****/
983
/**********************************************************************/
984
 
985
 
986
/*
987
 * Notes:
988
 *   When two-sided lighting is enabled we compute the color (or index)
989
 *   for both the front and back side of the primitive.  Then, when the
990
 *   orientation of the facet is later learned, we can determine which
991
 *   color (or index) to use for rendering.
992
 *
993
 *   KW: We now know orientation in advance and only shade for
994
 *       the side or sides which are actually required.
995
 *
996
 * Variables:
997
 *   n = normal vector
998
 *   V = vertex position
999
 *   P = light source position
1000
 *   Pe = (0,0,0,1)
1001
 *
1002
 * Precomputed:
1003
 *   IF P[3]==0 THEN
1004
 *       // light at infinity
1005
 *       IF local_viewer THEN
1006
 *           _VP_inf_norm = unit vector from V to P      // Precompute
1007
 *       ELSE
1008
 *           // eye at infinity
1009
 *           _h_inf_norm = Normalize( VP + <0,0,1> )     // Precompute
1010
 *       ENDIF
1011
 *   ENDIF
1012
 *
1013
 * Functions:
1014
 *   Normalize( v ) = normalized vector v
1015
 *   Magnitude( v ) = length of vector v
1016
 */
1017
 
1018
 
1019
 
1020
/*
1021
 * Whenever the spotlight exponent for a light changes we must call
1022
 * this function to recompute the exponent lookup table.
1023
 */
1024
void
1025
_mesa_invalidate_spot_exp_table( struct gl_light *l )
1026
{
1027
   l->_SpotExpTable[0][0] = -1;
1028
}
1029
 
1030
static void validate_spot_exp_table( struct gl_light *l )
1031
{
1032
   GLint i;
1033
   GLdouble exponent = l->SpotExponent;
1034
   GLdouble tmp = 0;
1035
   GLint clamp = 0;
1036
 
1037
   l->_SpotExpTable[0][0] = 0.0;
1038
 
1039
   for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
1040
      if (clamp == 0) {
1041
         tmp = _mesa_pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
1042
         if (tmp < FLT_MIN * 100.0) {
1043
            tmp = 0.0;
1044
            clamp = 1;
1045
         }
1046
      }
1047
      l->_SpotExpTable[i][0] = (GLfloat) tmp;
1048
   }
1049
   for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
1050
      l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
1051
                                l->_SpotExpTable[i][0]);
1052
   }
1053
   l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
1054
}
1055
 
1056
 
1057
 
1058
 
1059
/* Calculate a new shine table.  Doing this here saves a branch in
1060
 * lighting, and the cost of doing it early may be partially offset
1061
 * by keeping a MRU cache of shine tables for various shine values.
1062
 */
1063
void
1064
_mesa_invalidate_shine_table( GLcontext *ctx, GLuint i )
1065
{
1066
   if (ctx->_ShineTable[i])
1067
      ctx->_ShineTable[i]->refcount--;
1068
   ctx->_ShineTable[i] = 0;
1069
}
1070
 
1071
static void validate_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
1072
{
1073
   struct gl_shine_tab *list = ctx->_ShineTabList;
1074
   struct gl_shine_tab *s;
1075
 
1076
   foreach(s, list)
1077
      if ( s->shininess == shininess )
1078
         break;
1079
 
1080
   if (s == list) {
1081
      GLint j;
1082
      GLfloat *m;
1083
 
1084
      foreach(s, list)
1085
         if (s->refcount == 0)
1086
            break;
1087
 
1088
      m = s->tab;
1089
      m[0] = 0.0;
1090
      if (shininess == 0.0) {
1091
         for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
1092
            m[j] = 1.0;
1093
      }
1094
      else {
1095
         for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
1096
            GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
1097
            if (x < 0.005) /* underflow check */
1098
               x = 0.005;
1099
            t = _mesa_pow(x, shininess);
1100
            if (t > 1e-20)
1101
               m[j] = (GLfloat) t;
1102
            else
1103
               m[j] = 0.0;
1104
         }
1105
         m[SHINE_TABLE_SIZE] = 1.0;
1106
      }
1107
 
1108
      s->shininess = shininess;
1109
   }
1110
 
1111
   if (ctx->_ShineTable[i])
1112
      ctx->_ShineTable[i]->refcount--;
1113
 
1114
   ctx->_ShineTable[i] = s;
1115
   move_to_tail( list, s );
1116
   s->refcount++;
1117
}
1118
 
1119
void
1120
_mesa_validate_all_lighting_tables( GLcontext *ctx )
1121
{
1122
   GLint i;
1123
   GLfloat shininess;
1124
 
1125
   shininess = ctx->Light.Material[0].Shininess;
1126
   if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
1127
      validate_shine_table( ctx, 0, shininess );
1128
 
1129
   shininess = ctx->Light.Material[1].Shininess;
1130
   if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
1131
      validate_shine_table( ctx, 1, shininess );
1132
 
1133
   for (i = 0 ; i < MAX_LIGHTS ; i++)
1134
      if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
1135
         validate_spot_exp_table( &ctx->Light.Light[i] );
1136
}
1137
 
1138
 
1139
 
1140
 
1141
/*
1142
 * Examine current lighting parameters to determine if the optimized lighting
1143
 * function can be used.
1144
 * Also, precompute some lighting values such as the products of light
1145
 * source and material ambient, diffuse and specular coefficients.
1146
 */
1147
void
1148
_mesa_update_lighting( GLcontext *ctx )
1149
{
1150
   struct gl_light *light;
1151
   ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT;
1152
   ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT;
1153
   ctx->Light._Flags = 0;
1154
 
1155
   if (!ctx->Light.Enabled)
1156
      return;
1157
 
1158
   ctx->_NeedNormals |= NEED_NORMALS_LIGHT;
1159
 
1160
   foreach(light, &ctx->Light.EnabledList) {
1161
      ctx->Light._Flags |= light->_Flags;
1162
   }
1163
 
1164
   ctx->Light._NeedVertices =
1165
      ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
1166
       ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
1167
       ctx->Light.Model.LocalViewer);
1168
 
1169
   if ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
1170
       ctx->Light.Model.LocalViewer)
1171
      ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
1172
 
1173
 
1174
   /* XXX: This test is overkill & needs to be fixed both for software and
1175
    * hardware t&l drivers.  The above should be sufficient & should
1176
    * be tested to verify this.
1177
    */
1178
   if (ctx->Light._NeedVertices)
1179
      ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
1180
 
1181
 
1182
   /* Precompute some shading values.  Although we reference
1183
    * Light.Material here, we can get away without flushing
1184
    * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1185
    * are flushed, they will update the derived state at that time.
1186
    */
1187
   if (ctx->Visual.rgbMode) {
1188
      GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1;
1189
      GLuint side;
1190
      for (side=0; side < sides; side++) {
1191
         struct gl_material *mat = &ctx->Light.Material[side];
1192
 
1193
         COPY_3V(ctx->Light._BaseColor[side], mat->Emission);
1194
         ACC_SCALE_3V(ctx->Light._BaseColor[side],
1195
                      ctx->Light.Model.Ambient,
1196
                      mat->Ambient);
1197
      }
1198
 
1199
      foreach (light, &ctx->Light.EnabledList) {
1200
         for (side=0; side< sides; side++) {
1201
            const struct gl_material *mat = &ctx->Light.Material[side];
1202
            SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
1203
            SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient );
1204
            SCALE_3V( light->_MatSpecular[side], light->Specular,
1205
                      mat->Specular);
1206
         }
1207
      }
1208
   }
1209
   else {
1210
      static const GLfloat ci[3] = { .30F, .59F, .11F };
1211
      foreach(light, &ctx->Light.EnabledList) {
1212
         light->_dli = DOT3(ci, light->Diffuse);
1213
         light->_sli = DOT3(ci, light->Specular);
1214
      }
1215
   }
1216
}
1217
 
1218
 
1219
/* _NEW_MODELVIEW
1220
 * _NEW_LIGHT
1221
 * _TNL_NEW_NEED_EYE_COORDS
1222
 *
1223
 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1224
 * Also update on lighting space changes.
1225
 */
1226
void
1227
_mesa_compute_light_positions( GLcontext *ctx )
1228
{
1229
   struct gl_light *light;
1230
   static const GLfloat eye_z[3] = { 0, 0, 1 };
1231
 
1232
   if (!ctx->Light.Enabled)
1233
      return;
1234
 
1235
   if (ctx->_NeedEyeCoords) {
1236
      COPY_3V( ctx->_EyeZDir, eye_z );
1237
   }
1238
   else {
1239
      TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1240
   }
1241
 
1242
   foreach (light, &ctx->Light.EnabledList) {
1243
 
1244
      if (ctx->_NeedEyeCoords) {
1245
         COPY_4FV( light->_Position, light->EyePosition );
1246
      }
1247
      else {
1248
         TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1249
                          light->EyePosition );
1250
      }
1251
 
1252
      if (!(light->_Flags & LIGHT_POSITIONAL)) {
1253
         /* VP (VP) = Normalize( Position ) */
1254
         COPY_3V( light->_VP_inf_norm, light->_Position );
1255
         NORMALIZE_3FV( light->_VP_inf_norm );
1256
 
1257
         if (!ctx->Light.Model.LocalViewer) {
1258
            /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1259
            ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1260
            NORMALIZE_3FV( light->_h_inf_norm );
1261
         }
1262
         light->_VP_inf_spot_attenuation = 1.0;
1263
      }
1264
 
1265
      if (light->_Flags & LIGHT_SPOT) {
1266
         if (ctx->_NeedEyeCoords) {
1267
            COPY_3V( light->_NormDirection, light->EyeDirection );
1268
         }
1269
         else {
1270
            TRANSFORM_NORMAL( light->_NormDirection,
1271
                              light->EyeDirection,
1272
                              ctx->ModelviewMatrixStack.Top->m);
1273
         }
1274
 
1275
         NORMALIZE_3FV( light->_NormDirection );
1276
 
1277
         if (!(light->_Flags & LIGHT_POSITIONAL)) {
1278
            GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1279
                                        light->_NormDirection);
1280
 
1281
            if (PV_dot_dir > light->_CosCutoff) {
1282
               double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
1283
               int k = (int) x;
1284
               light->_VP_inf_spot_attenuation =
1285
                  (GLfloat) (light->_SpotExpTable[k][0] +
1286
                   (x-k)*light->_SpotExpTable[k][1]);
1287
            }
1288
            else {
1289
               light->_VP_inf_spot_attenuation = 0;
1290
            }
1291
         }
1292
      }
1293
   }
1294
}