Go to most recent revision |
Blame |
Compare with Previous |
Last modification |
View Log
| RSS feed
/* $Id: light.c,v 1.1 2003-02-28 11:42:03 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "imports.h"
#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "light.h"
#include "macros.h"
#include "mmath.h"
#include "simple_list.h"
#include "mtypes.h"
#include "math/m_xform.h"
#include "math/m_matrix.h"
/* XXX this is a bit of a hack needed for compilation within XFree86 */
#ifndef FLT_MIN
#define FLT_MIN 1e-37
#endif
void
_mesa_ShadeModel( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
if (mode != GL_FLAT && mode != GL_SMOOTH) {
_mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
return;
}
if (ctx->Light.ShadeModel == mode)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ShadeModel = mode;
ctx->_TriangleCaps ^= DD_FLATSHADE;
if (ctx->Driver.ShadeModel)
(*ctx->Driver.ShadeModel)( ctx, mode );
}
void
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
{
_mesa_Lightfv( light, pname, ¶m );
}
void
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint i = (GLint) (light - GL_LIGHT0);
struct gl_light *l = &ctx->Light.Light[i];
if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
return;
}
switch (pname) {
case GL_AMBIENT:
if (TEST_EQ_4V(l->Ambient, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Ambient, params );
break;
case GL_DIFFUSE:
if (TEST_EQ_4V(l->Diffuse, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Diffuse, params );
break;
case GL_SPECULAR:
if (TEST_EQ_4V(l->Specular, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Specular, params );
break;
case GL_POSITION: {
GLfloat tmp[4];
/* transform position by ModelView matrix */
TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
if (TEST_EQ_4V(l->EyePosition, tmp))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V(l->EyePosition, tmp);
if (l->EyePosition[3] != 0.0F)
l->_Flags |= LIGHT_POSITIONAL;
else
l->_Flags &= ~LIGHT_POSITIONAL;
break;
}
case GL_SPOT_DIRECTION: {
GLfloat tmp[4];
/* transform direction by inverse modelview */
if (ctx->ModelviewMatrixStack.Top->flags & MAT_DIRTY_INVERSE) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
if (TEST_EQ_3V(l->EyeDirection, tmp))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_3V(l->EyeDirection, tmp);
break;
}
case GL_SPOT_EXPONENT:
if (params[0]<0.0 || params[0]>128.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->SpotExponent == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotExponent = params[0];
_mesa_invalidate_spot_exp_table( l );
break;
case GL_SPOT_CUTOFF:
if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->SpotCutoff == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotCutoff = params[0];
l->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD);
if (l->_CosCutoff < 0)
l->_CosCutoff = 0;
if (l->SpotCutoff != 180.0F)
l->_Flags |= LIGHT_SPOT;
else
l->_Flags &= ~LIGHT_SPOT;
break;
case GL_CONSTANT_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->ConstantAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->ConstantAttenuation = params[0];
break;
case GL_LINEAR_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->LinearAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->LinearAttenuation = params[0];
break;
case GL_QUADRATIC_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->QuadraticAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->QuadraticAttenuation = params[0];
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname );
return;
}
if (ctx->Driver.Lightfv)
ctx->Driver.Lightfv( ctx, light, pname, params );
}
void
_mesa_Lighti( GLenum light, GLenum pname, GLint param )
{
_mesa_Lightiv( light, pname, ¶m );
}
void
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
{
GLfloat fparam[4];
switch (pname) {
case GL_AMBIENT:
case GL_DIFFUSE:
case GL_SPECULAR:
fparam[0] = INT_TO_FLOAT( params[0] );
fparam[1] = INT_TO_FLOAT( params[1] );
fparam[2] = INT_TO_FLOAT( params[2] );
fparam[3] = INT_TO_FLOAT( params[3] );
break;
case GL_POSITION:
fparam[0] = (GLfloat) params[0];
fparam[1] = (GLfloat) params[1];
fparam[2] = (GLfloat) params[2];
fparam[3] = (GLfloat) params[3];
break;
case GL_SPOT_DIRECTION:
fparam[0] = (GLfloat) params[0];
fparam[1] = (GLfloat) params[1];
fparam[2] = (GLfloat) params[2];
break;
case GL_SPOT_EXPONENT:
case GL_SPOT_CUTOFF:
case GL_CONSTANT_ATTENUATION:
case GL_LINEAR_ATTENUATION:
case GL_QUADRATIC_ATTENUATION:
fparam[0] = (GLfloat) params[0];
break;
default:
/* error will be caught later in gl_Lightfv */
;
}
_mesa_Lightfv( light, pname, fparam );
}
void
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint l = (GLint) (light - GL_LIGHT0);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
return;
}
switch (pname) {
case GL_AMBIENT:
COPY_4V( params, ctx->Light.Light[l].Ambient );
break;
case GL_DIFFUSE:
COPY_4V( params, ctx->Light.Light[l].Diffuse );
break;
case GL_SPECULAR:
COPY_4V( params, ctx->Light.Light[l].Specular );
break;
case GL_POSITION:
COPY_4V( params, ctx->Light.Light[l].EyePosition );
break;
case GL_SPOT_DIRECTION:
COPY_3V( params, ctx->Light.Light[l].EyeDirection );
break;
case GL_SPOT_EXPONENT:
params[0] = ctx->Light.Light[l].SpotExponent;
break;
case GL_SPOT_CUTOFF:
params[0] = ctx->Light.Light[l].SpotCutoff;
break;
case GL_CONSTANT_ATTENUATION:
params[0] = ctx->Light.Light[l].ConstantAttenuation;
break;
case GL_LINEAR_ATTENUATION:
params[0] = ctx->Light.Light[l].LinearAttenuation;
break;
case GL_QUADRATIC_ATTENUATION:
params[0] = ctx->Light.Light[l].QuadraticAttenuation;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
break;
}
}
void
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint l = (GLint) (light - GL_LIGHT0);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
return;
}
switch (pname) {
case GL_AMBIENT:
params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
break;
case GL_DIFFUSE:
params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
break;
case GL_SPECULAR:
params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
break;
case GL_POSITION:
params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
break;
case GL_SPOT_DIRECTION:
params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
break;
case GL_SPOT_EXPONENT:
params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
break;
case GL_SPOT_CUTOFF:
params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
break;
case GL_CONSTANT_ATTENUATION:
params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
break;
case GL_LINEAR_ATTENUATION:
params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
break;
case GL_QUADRATIC_ATTENUATION:
params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
break;
}
}
/**********************************************************************/
/*** Light Model ***/
/**********************************************************************/
void
_mesa_LightModelfv( GLenum pname, const GLfloat *params )
{
GLenum newenum;
GLboolean newbool;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( ctx->Light.Model.Ambient, params );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
newbool = (params[0]!=0.0);
if (ctx->Light.Model.LocalViewer == newbool)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.LocalViewer = newbool;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
newbool = (params[0]!=0.0);
if (ctx->Light.Model.TwoSide == newbool)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.TwoSide = newbool;
if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
else
ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
if (params[0] == (GLfloat) GL_SINGLE_COLOR)
newenum = GL_SINGLE_COLOR;
else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
newenum = GL_SEPARATE_SPECULAR_COLOR;
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
(GLint) params[0] );
return;
}
if (ctx->Light.Model.ColorControl == newenum)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.ColorControl = newenum;
if ((ctx->Light.Enabled &&
ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
|| ctx->Fog.ColorSumEnabled)
ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
else
ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
break;
}
if (ctx->Driver.LightModelfv)
ctx->Driver.LightModelfv( ctx, pname, params );
}
void
_mesa_LightModeliv( GLenum pname, const GLint *params )
{
GLfloat fparam[4];
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
fparam[0] = INT_TO_FLOAT( params[0] );
fparam[1] = INT_TO_FLOAT( params[1] );
fparam[2] = INT_TO_FLOAT( params[2] );
fparam[3] = INT_TO_FLOAT( params[3] );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
case GL_LIGHT_MODEL_TWO_SIDE:
case GL_LIGHT_MODEL_COLOR_CONTROL:
fparam[0] = (GLfloat) params[0];
break;
default:
/* Error will be caught later in gl_LightModelfv */
;
}
_mesa_LightModelfv( pname, fparam );
}
void
_mesa_LightModeli( GLenum pname, GLint param )
{
_mesa_LightModeliv( pname, ¶m );
}
void
_mesa_LightModelf( GLenum pname, GLfloat param )
{
_mesa_LightModelfv( pname, ¶m );
}
/********** MATERIAL **********/
/*
* Given a face and pname value (ala glColorMaterial), compute a bitmask
* of the targeted material values.
*/
GLuint
_mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
GLuint legal, const char *where )
{
GLuint bitmask = 0;
/* Make a bitmask indicating what material attribute(s) we're updating */
switch (pname) {
case GL_EMISSION:
bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT;
break;
case GL_AMBIENT:
bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
break;
case GL_DIFFUSE:
bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
break;
case GL_SPECULAR:
bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT;
break;
case GL_SHININESS:
bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT;
break;
case GL_AMBIENT_AND_DIFFUSE:
bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
break;
case GL_COLOR_INDEXES:
bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
if (face==GL_FRONT) {
bitmask &= FRONT_MATERIAL_BITS;
}
else if (face==GL_BACK) {
bitmask &= BACK_MATERIAL_BITS;
}
else if (face != GL_FRONT_AND_BACK) {
_mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
if (bitmask & ~legal) {
_mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
return bitmask;
}
/* Perform a straight copy between pairs of materials.
*/
void _mesa_copy_material_pairs( struct gl_material dst[2],
const struct gl_material src[2],
GLuint bitmask )
{
if (bitmask & FRONT_EMISSION_BIT) {
COPY_4FV( dst[0].Emission, src[0].Emission );
}
if (bitmask & BACK_EMISSION_BIT) {
COPY_4FV( dst[1].Emission, src[1].Emission );
}
if (bitmask & FRONT_AMBIENT_BIT) {
COPY_4FV( dst[0].Ambient, src[0].Ambient );
}
if (bitmask & BACK_AMBIENT_BIT) {
COPY_4FV( dst[1].Ambient, src[1].Ambient );
}
if (bitmask & FRONT_DIFFUSE_BIT) {
COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
}
if (bitmask & BACK_DIFFUSE_BIT) {
COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
}
if (bitmask & FRONT_SPECULAR_BIT) {
COPY_4FV( dst[0].Specular, src[0].Specular );
}
if (bitmask & BACK_SPECULAR_BIT) {
COPY_4FV( dst[1].Specular, src[1].Specular );
}
if (bitmask & FRONT_SHININESS_BIT) {
dst[0].Shininess = src[0].Shininess;
}
if (bitmask & BACK_SHININESS_BIT) {
dst[1].Shininess = src[1].Shininess;
}
if (bitmask & FRONT_INDEXES_BIT) {
dst[0].AmbientIndex = src[0].AmbientIndex;
dst[0].DiffuseIndex = src[0].DiffuseIndex;
dst[0].SpecularIndex = src[0].SpecularIndex;
}
if (bitmask & BACK_INDEXES_BIT) {
dst[1].AmbientIndex = src[1].AmbientIndex;
dst[1].DiffuseIndex = src[1].DiffuseIndex;
dst[1].SpecularIndex = src[1].SpecularIndex;
}
}
/*
* Check if the global material has to be updated with info that was
* associated with a vertex via glMaterial.
* This function is used when any material values get changed between
* glBegin/glEnd either by calling glMaterial() or by calling glColor()
* when GL_COLOR_MATERIAL is enabled.
*
* src[0] is front material, src[1] is back material
*
* Additionally keeps the precomputed lighting state uptodate.
*/
void _mesa_update_material( GLcontext *ctx,
const struct gl_material src[2],
GLuint bitmask )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
if (ctx->Light.ColorMaterialEnabled)
bitmask &= ~ctx->Light.ColorMaterialBitmask;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
_mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
if (!bitmask)
return;
/* update material emission */
if (bitmask & FRONT_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Emission, src[0].Emission );
}
if (bitmask & BACK_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Emission, src[1].Emission );
}
/* update material ambience */
if (bitmask & FRONT_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Ambient, src[0].Ambient );
foreach (light, list) {
SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient);
}
}
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Ambient, src[1].Ambient );
foreach (light, list) {
SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient);
}
}
/* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient,
ctx->Light.Model.Ambient );
}
if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient,
ctx->Light.Model.Ambient );
}
/* update material diffuse values */
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, src[0].Diffuse );
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Diffuse, src[1].Diffuse );
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
}
/* update material specular values */
if (bitmask & FRONT_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Specular, src[0].Specular );
foreach (light, list) {
SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
}
}
if (bitmask & BACK_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Specular, src[1].Specular );
foreach (light, list) {
SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
}
}
if (bitmask & FRONT_SHININESS_BIT) {
ctx->Light.Material[0].Shininess = src[0].Shininess;
_mesa_invalidate_shine_table( ctx, 0 );
}
if (bitmask & BACK_SHININESS_BIT) {
ctx->Light.Material[1].Shininess = src[1].Shininess;
_mesa_invalidate_shine_table( ctx, 1 );
}
if (bitmask & FRONT_INDEXES_BIT) {
ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex;
ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex;
ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex;
}
if (bitmask & BACK_INDEXES_BIT) {
ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex;
ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex;
ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex;
}
if (0) {
struct gl_material *mat = &ctx->Light.Material[0];
_mesa_debug(ctx, "update_mat emission : %f %f %f\n",
mat->Emission[0], mat->Emission[1], mat->Emission[2]);
_mesa_debug(ctx, "update_mat specular : %f %f %f\n",
mat->Specular[0], mat->Specular[1], mat->Specular[2]);
_mesa_debug(ctx, "update_mat diffuse : %f %f %f\n",
mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
_mesa_debug(ctx, "update_mat ambient : %f %f %f\n",
mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
}
}
/*
* Update the current materials from the given rgba color
* according to the bitmask in ColorMaterialBitmask, which is
* set by glColorMaterial().
*/
void _mesa_update_color_material( GLcontext *ctx,
const GLfloat color[4] )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
GLuint bitmask = ctx->Light.ColorMaterialBitmask;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
_mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask);
/* update emissive colors */
if (bitmask & FRONT_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Emission, color );
}
if (bitmask & BACK_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Emission, color );
}
/* update light->_MatAmbient = light's ambient * material's ambient */
if (bitmask & FRONT_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
foreach (light, list) {
SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
foreach (light, list) {
SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
/* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
}
if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
}
/* update light->_MatDiffuse = light's diffuse * material's diffuse */
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, color );
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Diffuse, color );
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
}
/* update light->_MatSpecular = light's specular * material's specular */
if (bitmask & FRONT_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Specular, color );
foreach (light, list) {
ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
}
}
if (bitmask & BACK_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Specular, color );
foreach (light, list) {
ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
}
}
if (0) {
struct gl_material *mat = &ctx->Light.Material[0];
_mesa_debug(ctx, "update_color_mat emission : %f %f %f\n",
mat->Emission[0], mat->Emission[1], mat->Emission[2]);
_mesa_debug(ctx, "update_color_mat specular : %f %f %f\n",
mat->Specular[0], mat->Specular[1], mat->Specular[2]);
_mesa_debug(ctx, "update_color_mat diffuse : %f %f %f\n",
mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
_mesa_debug(ctx, "update_color_mat ambient : %f %f %f\n",
mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
}
}
void
_mesa_ColorMaterial( GLenum face, GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
GLuint bitmask;
GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT |
FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT |
FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glColorMaterial %s %s\n",
_mesa_lookup_enum_by_nr(face),
_mesa_lookup_enum_by_nr(mode));
bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
if (ctx->Light.ColorMaterialBitmask == bitmask &&
ctx->Light.ColorMaterialFace == face &&
ctx->Light.ColorMaterialMode == mode)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ColorMaterialBitmask = bitmask;
ctx->Light.ColorMaterialFace = face;
ctx->Light.ColorMaterialMode = mode;
if (ctx->Light.ColorMaterialEnabled) {
FLUSH_CURRENT( ctx, 0 );
_mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
}
if (ctx->Driver.ColorMaterial)
(*ctx->Driver.ColorMaterial)( ctx, face, mode );
}
void
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint f;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
if (face==GL_FRONT) {
f = 0;
}
else if (face==GL_BACK) {
f = 1;
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
return;
}
switch (pname) {
case GL_AMBIENT:
COPY_4FV( params, ctx->Light.Material[f].Ambient );
break;
case GL_DIFFUSE:
COPY_4FV( params, ctx->Light.Material[f].Diffuse );
break;
case GL_SPECULAR:
COPY_4FV( params, ctx->Light.Material[f].Specular );
break;
case GL_EMISSION:
COPY_4FV( params, ctx->Light.Material[f].Emission );
break;
case GL_SHININESS:
*params = ctx->Light.Material[f].Shininess;
break;
case GL_COLOR_INDEXES:
params[0] = ctx->Light.Material[f].AmbientIndex;
params[1] = ctx->Light.Material[f].DiffuseIndex;
params[2] = ctx->Light.Material[f].SpecularIndex;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
}
}
void
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint f;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
if (face==GL_FRONT) {
f = 0;
}
else if (face==GL_BACK) {
f = 1;
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
return;
}
switch (pname) {
case GL_AMBIENT:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] );
break;
case GL_DIFFUSE:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] );
break;
case GL_SPECULAR:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] );
break;
case GL_EMISSION:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] );
break;
case GL_SHININESS:
*params = ROUNDF( ctx->Light.Material[f].Shininess );
break;
case GL_COLOR_INDEXES:
params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex );
params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex );
params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
}
}
/**********************************************************************/
/***** Lighting computation *****/
/**********************************************************************/
/*
* Notes:
* When two-sided lighting is enabled we compute the color (or index)
* for both the front and back side of the primitive. Then, when the
* orientation of the facet is later learned, we can determine which
* color (or index) to use for rendering.
*
* KW: We now know orientation in advance and only shade for
* the side or sides which are actually required.
*
* Variables:
* n = normal vector
* V = vertex position
* P = light source position
* Pe = (0,0,0,1)
*
* Precomputed:
* IF P[3]==0 THEN
* // light at infinity
* IF local_viewer THEN
* _VP_inf_norm = unit vector from V to P // Precompute
* ELSE
* // eye at infinity
* _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
* ENDIF
* ENDIF
*
* Functions:
* Normalize( v ) = normalized vector v
* Magnitude( v ) = length of vector v
*/
/*
* Whenever the spotlight exponent for a light changes we must call
* this function to recompute the exponent lookup table.
*/
void
_mesa_invalidate_spot_exp_table( struct gl_light *l )
{
l->_SpotExpTable[0][0] = -1;
}
static void validate_spot_exp_table( struct gl_light *l )
{
GLint i;
GLdouble exponent = l->SpotExponent;
GLdouble tmp = 0;
GLint clamp = 0;
l->_SpotExpTable[0][0] = 0.0;
for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
if (clamp == 0) {
tmp = _mesa_pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
if (tmp < FLT_MIN * 100.0) {
tmp = 0.0;
clamp = 1;
}
}
l->_SpotExpTable[i][0] = (GLfloat) tmp;
}
for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
l->_SpotExpTable[i][0]);
}
l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
}
/* Calculate a new shine table. Doing this here saves a branch in
* lighting, and the cost of doing it early may be partially offset
* by keeping a MRU cache of shine tables for various shine values.
*/
void
_mesa_invalidate_shine_table( GLcontext *ctx, GLuint i )
{
if (ctx->_ShineTable[i])
ctx->_ShineTable[i]->refcount--;
ctx->_ShineTable[i] = 0;
}
static void validate_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
{
struct gl_shine_tab *list = ctx->_ShineTabList;
struct gl_shine_tab *s;
foreach(s, list)
if ( s->shininess == shininess )
break;
if (s == list) {
GLint j;
GLfloat *m;
foreach(s, list)
if (s->refcount == 0)
break;
m = s->tab;
m[0] = 0.0;
if (shininess == 0.0) {
for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
m[j] = 1.0;
}
else {
for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
if (x < 0.005) /* underflow check */
x = 0.005;
t = _mesa_pow(x, shininess);
if (t > 1e-20)
m[j] = (GLfloat) t;
else
m[j] = 0.0;
}
m[SHINE_TABLE_SIZE] = 1.0;
}
s->shininess = shininess;
}
if (ctx->_ShineTable[i])
ctx->_ShineTable[i]->refcount--;
ctx->_ShineTable[i] = s;
move_to_tail( list, s );
s->refcount++;
}
void
_mesa_validate_all_lighting_tables( GLcontext *ctx )
{
GLint i;
GLfloat shininess;
shininess = ctx->Light.Material[0].Shininess;
if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
validate_shine_table( ctx, 0, shininess );
shininess = ctx->Light.Material[1].Shininess;
if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
validate_shine_table( ctx, 1, shininess );
for (i = 0 ; i < MAX_LIGHTS ; i++)
if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
validate_spot_exp_table( &ctx->Light.Light[i] );
}
/*
* Examine current lighting parameters to determine if the optimized lighting
* function can be used.
* Also, precompute some lighting values such as the products of light
* source and material ambient, diffuse and specular coefficients.
*/
void
_mesa_update_lighting( GLcontext *ctx )
{
struct gl_light *light;
ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT;
ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT;
ctx->Light._Flags = 0;
if (!ctx->Light.Enabled)
return;
ctx->_NeedNormals |= NEED_NORMALS_LIGHT;
foreach(light, &ctx->Light.EnabledList) {
ctx->Light._Flags |= light->_Flags;
}
ctx->Light._NeedVertices =
((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
ctx->Light.Model.LocalViewer);
if ((ctx->Light._Flags & LIGHT_POSITIONAL) ||
ctx->Light.Model.LocalViewer)
ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
/* XXX: This test is overkill & needs to be fixed both for software and
* hardware t&l drivers. The above should be sufficient & should
* be tested to verify this.
*/
if (ctx->Light._NeedVertices)
ctx->_NeedEyeCoords |= NEED_EYE_LIGHT;
/* Precompute some shading values. Although we reference
* Light.Material here, we can get away without flushing
* FLUSH_UPDATE_CURRENT, as when any outstanding material changes
* are flushed, they will update the derived state at that time.
*/
if (ctx->Visual.rgbMode) {
GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1;
GLuint side;
for (side=0; side < sides; side++) {
struct gl_material *mat = &ctx->Light.Material[side];
COPY_3V(ctx->Light._BaseColor[side], mat->Emission);
ACC_SCALE_3V(ctx->Light._BaseColor[side],
ctx->Light.Model.Ambient,
mat->Ambient);
}
foreach (light, &ctx->Light.EnabledList) {
for (side=0; side< sides; side++) {
const struct gl_material *mat = &ctx->Light.Material[side];
SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient );
SCALE_3V( light->_MatSpecular[side], light->Specular,
mat->Specular);
}
}
}
else {
static const GLfloat ci[3] = { .30F, .59F, .11F };
foreach(light, &ctx->Light.EnabledList) {
light->_dli = DOT3(ci, light->Diffuse);
light->_sli = DOT3(ci, light->Specular);
}
}
}
/* _NEW_MODELVIEW
* _NEW_LIGHT
* _TNL_NEW_NEED_EYE_COORDS
*
* Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
* Also update on lighting space changes.
*/
void
_mesa_compute_light_positions( GLcontext *ctx )
{
struct gl_light *light;
static const GLfloat eye_z[3] = { 0, 0, 1 };
if (!ctx->Light.Enabled)
return;
if (ctx->_NeedEyeCoords) {
COPY_3V( ctx->_EyeZDir, eye_z );
}
else {
TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
}
foreach (light, &ctx->Light.EnabledList) {
if (ctx->_NeedEyeCoords) {
COPY_4FV( light->_Position, light->EyePosition );
}
else {
TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
light->EyePosition );
}
if (!(light->_Flags & LIGHT_POSITIONAL)) {
/* VP (VP) = Normalize( Position ) */
COPY_3V( light->_VP_inf_norm, light->_Position );
NORMALIZE_3FV( light->_VP_inf_norm );
if (!ctx->Light.Model.LocalViewer) {
/* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
NORMALIZE_3FV( light->_h_inf_norm );
}
light->_VP_inf_spot_attenuation = 1.0;
}
if (light->_Flags & LIGHT_SPOT) {
if (ctx->_NeedEyeCoords) {
COPY_3V( light->_NormDirection, light->EyeDirection );
}
else {
TRANSFORM_NORMAL( light->_NormDirection,
light->EyeDirection,
ctx->ModelviewMatrixStack.Top->m);
}
NORMALIZE_3FV( light->_NormDirection );
if (!(light->_Flags & LIGHT_POSITIONAL)) {
GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
light->_NormDirection);
if (PV_dot_dir > light->_CosCutoff) {
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
int k = (int) x;
light->_VP_inf_spot_attenuation =
(GLfloat) (light->_SpotExpTable[k][0] +
(x-k)*light->_SpotExpTable[k][1]);
}
else {
light->_VP_inf_spot_attenuation = 0;
}
}
}
}
}