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- /* $Id: light.c,v 1.8.2.1 1999/11/22 19:01:39 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 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.
- */
-
-
-
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include <float.h>
- #ifndef XFree86Server
- #include <assert.h>
- #include <float.h>
- #include <math.h>
- #include <stdlib.h>
- #include <stdio.h>
- #else
- #include "GL/xf86glx.h"
- #endif
- #include "context.h"
- #include "enums.h"
- #include "light.h"
- #include "macros.h"
- #include "matrix.h"
- #include "mmath.h"
- #include "simple_list.h"
- #include "types.h"
- #include "vb.h"
- #include "xform.h"
- #endif
-
-
-
- void gl_ShadeModel( GLcontext *ctx, GLenum mode )
- {
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel");
-
- if (MESA_VERBOSE & VERBOSE_API)
- fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode));
-
- if (mode == GL_FLAT || mode == GL_SMOOTH) {
- if (ctx->Light.ShadeModel != mode) {
- ctx->Light.ShadeModel = mode;
- if (ctx->Light.ShadeModel == GL_FLAT)
- ctx->TriangleCaps |= DD_FLATSHADE;
- else
- ctx->TriangleCaps &= ~DD_FLATSHADE;
- ctx->NewState |= NEW_RASTER_OPS;
- if (ctx->Driver.ShadeModel)
- (*ctx->Driver.ShadeModel)( ctx, mode );
- }
- }
- else {
- gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
- }
- }
-
-
-
- void gl_Lightfv( GLcontext *ctx,
- GLenum light, GLenum pname, const GLfloat *params,
- GLint nparams )
- {
- GLint l;
-
- (void) nparams;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight");
-
- l = (GLint) (light - GL_LIGHT0);
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- COPY_4V( ctx->Light.Light[l].Ambient, params );
- break;
- case GL_DIFFUSE:
- COPY_4V( ctx->Light.Light[l].Diffuse, params );
- break;
- case GL_SPECULAR:
- COPY_4V( ctx->Light.Light[l].Specular, params );
- break;
- case GL_POSITION:
- /* transform position by ModelView matrix */
- TRANSFORM_POINT( ctx->Light.Light[l].EyePosition,
- ctx->ModelView.m,
- params );
- break;
- case GL_SPOT_DIRECTION:
- /* transform direction by inverse modelview */
- if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) {
- gl_matrix_analyze( &ctx->ModelView );
- }
- TRANSFORM_NORMAL( ctx->Light.Light[l].EyeDirection,
- params,
- ctx->ModelView.inv );
- break;
- case GL_SPOT_EXPONENT:
- if (params[0]<0.0 || params[0]>128.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- if (ctx->Light.Light[l].SpotExponent != params[0]) {
- ctx->Light.Light[l].SpotExponent = params[0];
- gl_compute_spot_exp_table( &ctx->Light.Light[l] );
- }
- break;
- case GL_SPOT_CUTOFF:
- if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].SpotCutoff = params[0];
- ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD);
- if (ctx->Light.Light[l].CosCutoff < 0)
- ctx->Light.Light[l].CosCutoff = 0;
- break;
- case GL_CONSTANT_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].ConstantAttenuation = params[0];
- break;
- case GL_LINEAR_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].LinearAttenuation = params[0];
- break;
- case GL_QUADRATIC_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].QuadraticAttenuation = params[0];
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
- break;
- }
-
- if (ctx->Driver.Lightfv)
- ctx->Driver.Lightfv( ctx, light, pname, params, nparams );
-
- ctx->NewState |= NEW_LIGHTING;
- }
-
-
-
- void gl_GetLightfv( GLcontext *ctx,
- GLenum light, GLenum pname, GLfloat *params )
- {
- GLint l = (GLint) (light - GL_LIGHT0);
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight");
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_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:
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
- break;
- }
- }
-
-
-
- void gl_GetLightiv( GLcontext *ctx, GLenum light, GLenum pname, GLint *params )
- {
- GLint l = (GLint) (light - GL_LIGHT0);
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight");
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_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:
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
- break;
- }
- }
-
-
-
- /**********************************************************************/
- /*** Light Model ***/
- /**********************************************************************/
-
-
- void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
- {
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModel");
-
- switch (pname) {
- case GL_LIGHT_MODEL_AMBIENT:
- COPY_4V( ctx->Light.Model.Ambient, params );
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- if (params[0]==0.0)
- ctx->Light.Model.LocalViewer = GL_FALSE;
- else
- ctx->Light.Model.LocalViewer = GL_TRUE;
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- if (params[0]==0.0)
- ctx->Light.Model.TwoSide = GL_FALSE;
- else
- ctx->Light.Model.TwoSide = GL_TRUE;
- break;
- case GL_LIGHT_MODEL_COLOR_CONTROL:
- if (params[0] == (GLfloat) GL_SINGLE_COLOR) {
- ctx->Light.Model.ColorControl = GL_SINGLE_COLOR;
- ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR;
- }
- else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) {
- ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR;
- ctx->TriangleCaps |= DD_SEPERATE_SPECULAR;
- }
- else {
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
- }
- ctx->NewState |= NEW_RASTER_OPS;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel" );
- break;
- }
-
- if (ctx->Driver.LightModelfv)
- ctx->Driver.LightModelfv( ctx, pname, params );
-
- ctx->NewState |= NEW_LIGHTING;
- }
-
-
-
-
- /********** MATERIAL **********/
-
-
- /*
- * Given a face and pname value (ala glColorMaterial), compute a bitmask
- * of the targeted material values.
- */
- GLuint gl_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:
- gl_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) {
- gl_error( ctx, GL_INVALID_ENUM, where );
- return 0;
- }
-
- if (bitmask & ~legal) {
- gl_error( ctx, GL_INVALID_ENUM, where );
- return 0;
- }
-
- return bitmask;
- }
-
-
-
-
-
-
- /*
- * 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.
- *
- * KW: Added code here to keep the precomputed variables uptodate.
- * This means we can use the faster shade functions when using
- * GL_COLOR_MATERIAL, and we can also now use the precomputed
- * values in the slower shading functions, which further offsets
- * the cost of doing this here.
- */
- void gl_update_material( GLcontext *ctx,
- struct gl_material *src,
- GLuint bitmask )
- {
- struct gl_light *light, *list = &ctx->Light.EnabledList;
- GLfloat tmp[4];
-
- if (ctx->Light.ColorMaterialEnabled)
- bitmask &= ~ctx->Light.ColorMaterialBitmask;
-
- if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
- fprintf(stderr, "gl_update_material, mask %x\n", bitmask);
-
- if (!bitmask)
- return;
-
- if (bitmask & FRONT_AMBIENT_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Ambient, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp);
- foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
- }
- COPY_4FV( mat->Ambient, src[0].Ambient );
- }
- if (bitmask & BACK_AMBIENT_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Ambient, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp);
- foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
- }
- COPY_4FV( mat->Ambient, src[1].Ambient );
- }
- if (bitmask & FRONT_DIFFUSE_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Diffuse, mat->Diffuse );
- foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
- }
- COPY_4FV( mat->Diffuse, src[0].Diffuse );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
- }
- if (bitmask & BACK_DIFFUSE_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Diffuse, mat->Diffuse );
- foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
- }
- COPY_4FV( mat->Diffuse, src[1].Diffuse );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
- }
- if (bitmask & FRONT_SPECULAR_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Specular, mat->Specular );
- foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
- light->IsMatSpecular[0] =
- (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
- }
- }
- COPY_4FV( mat->Specular, src[0].Specular );
- }
- if (bitmask & BACK_SPECULAR_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Specular, mat->Specular );
- foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
- light->IsMatSpecular[1] =
- (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
- }
- }
- COPY_4FV( mat->Specular, src[1].Specular );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, src[0].Emission, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[0], tmp );
- COPY_4FV( mat->Emission, src[0].Emission );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, src[1].Emission, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[1], tmp );
- COPY_4FV( mat->Emission, src[1].Emission );
- }
- if (bitmask & FRONT_SHININESS_BIT) {
- GLfloat shininess = ctx->Light.Material[0].Shininess = src[0].Shininess;
- gl_compute_shine_table( ctx, 0, shininess );
- gl_compute_shine_table( ctx, 2, shininess * .5 );
- }
- if (bitmask & BACK_SHININESS_BIT) {
- GLfloat shininess = ctx->Light.Material[1].Shininess = src[1].Shininess;
- gl_compute_shine_table( ctx, 1, shininess );
- gl_compute_shine_table( ctx, 3, shininess * .5 );
- }
- 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];
- fprintf(stderr, "update_mat emission : %f %f %f\n",
- mat->Emission[0],
- mat->Emission[1],
- mat->Emission[2]);
- fprintf(stderr, "update_mat specular : %f %f %f\n",
- mat->Specular[0],
- mat->Specular[1],
- mat->Specular[2]);
- fprintf(stderr, "update_mat diffuse : %f %f %f\n",
- mat->Diffuse[0],
- mat->Diffuse[1],
- mat->Diffuse[2]);
- fprintf(stderr, "update_mat ambient : %f %f %f\n",
- mat->Ambient[0],
- mat->Ambient[1],
- mat->Ambient[2]);
- }
- }
-
-
-
-
-
-
- void gl_update_color_material( GLcontext *ctx,
- const GLubyte rgba[4] )
- {
- struct gl_light *light, *list = &ctx->Light.EnabledList;
- GLuint bitmask = ctx->Light.ColorMaterialBitmask;
- GLfloat tmp[4], color[4];
-
- UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba );
-
- if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
- fprintf(stderr, "gl_update_color_material, mask %x\n", bitmask);
-
-
- if (bitmask & FRONT_AMBIENT_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp);
- foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
- }
- COPY_4FV( mat->Ambient, color );
- }
-
- if (bitmask & BACK_AMBIENT_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Ambient );
- ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp);
- foreach (light, list) {
- ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
- }
- COPY_4FV( mat->Ambient, color );
- }
-
- if (bitmask & FRONT_DIFFUSE_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Diffuse );
- foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
- }
- COPY_4FV( mat->Diffuse, color );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
- }
-
- if (bitmask & BACK_DIFFUSE_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Diffuse );
- foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
- }
- COPY_4FV( mat->Diffuse, color );
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
- }
-
- if (bitmask & FRONT_SPECULAR_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Specular );
- foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
- light->IsMatSpecular[0] =
- (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
- }
- }
- COPY_4FV( mat->Specular, color );
- }
- if (bitmask & BACK_SPECULAR_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Specular );
- foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
- light->IsMatSpecular[1] =
- (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
- }
- }
- COPY_4FV( mat->Specular, color );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[0];
- SUB_3V( tmp, color, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[0], tmp );
- COPY_4FV( mat->Emission, color );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- struct gl_material *mat = &ctx->Light.Material[1];
- SUB_3V( tmp, color, mat->Emission );
- ACC_3V( ctx->Light.BaseColor[1], tmp );
- COPY_4FV( mat->Emission, color );
- }
-
- if (0)
- {
- struct gl_material *mat = &ctx->Light.Material[0];
- fprintf(stderr, "update_color_mat emission : %f %f %f\n",
- mat->Emission[0],
- mat->Emission[1],
- mat->Emission[2]);
- fprintf(stderr, "update_color_mat specular : %f %f %f\n",
- mat->Specular[0],
- mat->Specular[1],
- mat->Specular[2]);
- fprintf(stderr, "update_color_mat diffuse : %f %f %f\n",
- mat->Diffuse[0],
- mat->Diffuse[1],
- mat->Diffuse[2]);
- fprintf(stderr, "update_color_mat ambient : %f %f %f\n",
- mat->Ambient[0],
- mat->Ambient[1],
- mat->Ambient[2]);
- }
- }
-
-
-
-
- void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
- {
- 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_AND_FLUSH(ctx, "glColorMaterial");
-
- if (MESA_VERBOSE&VERBOSE_API)
- fprintf(stderr, "glColorMaterial %s %s\n",
- gl_lookup_enum_by_nr(face),
- gl_lookup_enum_by_nr(mode));
-
- bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" );
-
- if (bitmask != 0) {
- ctx->Light.ColorMaterialBitmask = bitmask;
- ctx->Light.ColorMaterialFace = face;
- ctx->Light.ColorMaterialMode = mode;
- }
-
- if (ctx->Light.ColorMaterialEnabled)
- gl_update_color_material( ctx, ctx->Current.ByteColor );
- }
-
-
-
- /* KW: This is now called directly (ie by name) from the glMaterial*
- * API functions.
- */
- void gl_Materialfv( GLcontext *ctx,
- GLenum face, GLenum pname, const GLfloat *params )
- {
- struct immediate *IM;
- struct gl_material *mat;
- GLuint bitmask;
- GLuint count;
-
- bitmask = gl_material_bitmask( ctx, face, pname, ~0, "gl_Materialfv" );
- if (bitmask == 0)
- return;
-
- IM = ctx->input;
- count = IM->Count;
-
- if (!IM->Material) {
- IM->Material =
- (struct gl_material (*)[2]) MALLOC( sizeof(struct gl_material) *
- VB_SIZE * 2 );
- IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * VB_SIZE );
- }
-
-
- if (!(IM->Flag[count] & VERT_MATERIAL)) {
- IM->Flag[count] |= VERT_MATERIAL;
- IM->MaterialMask[count] = 0;
- }
-
- IM->MaterialMask[count] |= bitmask;
- mat = IM->Material[count];
-
- if (bitmask & FRONT_AMBIENT_BIT) {
- COPY_4FV( mat[0].Ambient, params );
- }
- if (bitmask & BACK_AMBIENT_BIT) {
- COPY_4FV( mat[1].Ambient, params );
- }
- if (bitmask & FRONT_DIFFUSE_BIT) {
- COPY_4FV( mat[0].Diffuse, params );
- }
- if (bitmask & BACK_DIFFUSE_BIT) {
- COPY_4FV( mat[1].Diffuse, params );
- }
- if (bitmask & FRONT_SPECULAR_BIT) {
- COPY_4FV( mat[0].Specular, params );
- }
- if (bitmask & BACK_SPECULAR_BIT) {
- COPY_4FV( mat[1].Specular, params );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- COPY_4FV( mat[0].Emission, params );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- COPY_4FV( mat[1].Emission, params );
- }
- if (bitmask & FRONT_SHININESS_BIT) {
- GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
- mat[0].Shininess = shininess;
- }
- if (bitmask & BACK_SHININESS_BIT) {
- GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
- mat[1].Shininess = shininess;
- }
- if (bitmask & FRONT_INDEXES_BIT) {
- mat[0].AmbientIndex = params[0];
- mat[0].DiffuseIndex = params[1];
- mat[0].SpecularIndex = params[2];
- }
- if (bitmask & BACK_INDEXES_BIT) {
- mat[1].AmbientIndex = params[0];
- mat[1].DiffuseIndex = params[1];
- mat[1].SpecularIndex = params[2];
- }
- }
-
-
-
-
- void gl_GetMaterialfv( GLcontext *ctx,
- GLenum face, GLenum pname, GLfloat *params )
- {
- GLuint f;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialfv");
-
- if (face==GL_FRONT) {
- f = 0;
- }
- else if (face==GL_BACK) {
- f = 1;
- }
- else {
- gl_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:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
- }
- }
-
-
-
- void gl_GetMaterialiv( GLcontext *ctx,
- GLenum face, GLenum pname, GLint *params )
- {
- GLuint f;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialiv");
-
- if (face==GL_FRONT) {
- f = 0;
- }
- else if (face==GL_BACK) {
- f = 1;
- }
- else {
- gl_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:
- gl_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 gl_compute_spot_exp_table( struct gl_light *l )
- {
- int i;
- double exponent = l->SpotExponent;
- double tmp = 0;
- int clamp = 0;
-
- l->SpotExpTable[0][0] = 0.0;
-
- for (i=EXP_TABLE_SIZE-1;i>0;i--) {
- if (clamp == 0) {
- tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent);
- if (tmp < FLT_MIN*100.0) {
- tmp = 0.0;
- clamp = 1;
- }
- }
- l->SpotExpTable[i][0] = 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.
- */
- static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess )
- {
- int i;
- GLfloat *m = tab->tab;
-
- m[0] = 0;
- if (shininess == 0) {
- for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++)
- m[i] = 1;
- } else {
- for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) {
- double t = pow( i/(GLfloat)SHINE_TABLE_SIZE, shininess );
- m[i] = 0;
- if (t > 1e-20) m[i] = t;
- }
- }
-
- tab->shininess = shininess;
- }
-
- #define DISTSQR(a,b) ((a-b)*(a-b))
-
- void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
- {
- struct gl_shine_tab *list = ctx->ShineTabList;
- struct gl_shine_tab *s;
-
- foreach(s, list)
- if ( DISTSQR(s->shininess, shininess) < 1e-4 )
- break;
-
- if (s == list)
- {
- foreach(s, list)
- if (s->refcount == 0) break;
-
- compute_shine_table( s, shininess );
- }
-
- ctx->ShineTable[i]->refcount--;
- ctx->ShineTable[i] = s;
- move_to_tail( list, s );
- s->refcount++;
- }
-
-
-
-
- void gl_reinit_light_attrib( GLcontext *ctx, struct gl_light_attrib *l )
- {
- GLuint i;
-
- if (ctx->ShineTable[0]->shininess != l->Material[0].Shininess) {
- gl_compute_shine_table( ctx, 0, l->Material[0].Shininess );
- gl_compute_shine_table( ctx, 2, l->Material[0].Shininess * .5 );
- }
-
- if (ctx->ShineTable[1]->shininess != l->Material[1].Shininess) {
- gl_compute_shine_table( ctx, 1, l->Material[1].Shininess );
- gl_compute_shine_table( ctx, 3, l->Material[1].Shininess * .5 );
- }
-
- make_empty_list( &l->EnabledList );
- for (i = 0 ; i < MAX_LIGHTS ; i++) {
- if (l->Light[i].Enabled)
- insert_at_tail( &l->EnabledList, &l->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 gl_update_lighting( GLcontext *ctx )
- {
- struct gl_light *light;
-
- ctx->Light.Flags = 0;
-
- foreach(light, &ctx->Light.EnabledList) {
-
- light->Flags = 0;
-
- if (light->EyePosition[3] != 0.0F)
- light->Flags |= LIGHT_POSITIONAL;
-
- if (LEN_SQUARED_3FV(light->Specular) > 1e-16)
- light->Flags |= LIGHT_SPECULAR;
-
- if (light->SpotCutoff != 180.0F)
- light->Flags |= LIGHT_SPOT;
-
- ctx->Light.Flags |= light->Flags;
- }
-
- ctx->Light.NeedVertices =
- ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
- (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) ||
- (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR)));
-
-
- /* Precompute some shading values.
- */
- if (ctx->Visual->RGBAflag)
- {
- GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_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);
-
- FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[side],
- ctx->Light.Material[side].Diffuse[3] );
- }
-
- foreach (light, &ctx->Light.EnabledList) {
- for (side=0; side< sides; side++) {
- 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 );
- ACC_3V( ctx->Light.BaseColor[side], light->MatAmbient[side] );
- if (light->Flags & LIGHT_SPECULAR)
- {
- SCALE_3V( light->MatSpecular[side], light->Specular,
- mat->Specular);
- light->IsMatSpecular[side] =
- (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16);
- }
- else
- light->IsMatSpecular[side] = 0;
- }
- }
- }
- else
- {
- static GLfloat ci[3] = { .30, .59, .11 };
-
- foreach(light, &ctx->Light.EnabledList) {
- light->dli = DOT3(ci, light->Diffuse);
- light->sli = DOT3(ci, light->Specular);
- }
- }
- }
-
- /* Need to seriously restrict the circumstances under which these
- * calc's are performed.
- */
- void gl_compute_light_positions( GLcontext *ctx )
- {
- struct gl_light *light;
-
- if (ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer) {
- GLfloat eye_z[3] = { 0, 0, 1 };
- if (!ctx->NeedEyeCoords) {
- TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m );
- } else {
- COPY_3V( ctx->EyeZDir, eye_z );
- }
- }
-
- foreach (light, &ctx->Light.EnabledList) {
-
- if (!ctx->NeedEyeCoords) {
- TRANSFORM_POINT( light->Position, ctx->ModelView.inv,
- light->EyePosition );
- } else {
- COPY_4FV( light->Position, 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->NeedEyeNormals) {
- COPY_3V( light->NormDirection, light->EyeDirection );
- } else {
- TRANSFORM_NORMAL( light->NormDirection,
- light->EyeDirection,
- ctx->ModelView.m);
- }
-
- NORMALIZE_3FV( light->NormDirection );
-
-
- /* Unlikely occurrance?
- */
- 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 =
- (light->SpotExpTable[k][0] +
- (x-k)*light->SpotExpTable[k][1]);
- }
- else
- light->VP_inf_spot_attenuation = 0;
- }
- }
- }
- }
-
-
-
-
-
- void gl_update_normal_transform( GLcontext *ctx )
- {
- GLuint new_flag = 0;
- normal_func *last = ctx->NormalTransform;
-
- ctx->vb_rescale_factor = 1.0;
-
- if (ctx->NeedEyeCoords) {
- if (ctx->NeedNormals) {
- GLuint transform = NORM_TRANSFORM_NO_ROT;
-
- if (ctx->ModelView.flags & (MAT_FLAG_GENERAL |
- MAT_FLAG_ROTATION |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_PERSPECTIVE))
- transform = NORM_TRANSFORM;
-
-
- new_flag = ctx->NewState & NEW_MODELVIEW;
- ctx->vb_rescale_factor = ctx->rescale_factor;
-
- if (ctx->Transform.Normalize)
- {
- ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE];
- }
- else if (ctx->Transform.RescaleNormals &&
- ctx->rescale_factor != 1.0)
- {
- ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE];
- }
- else
- {
- ctx->NormalTransform = gl_normal_tab[transform];
- }
- } else {
- ctx->NormalTransform = 0;
- }
- }
- else {
- if (ctx->NeedNormals) {
- ctx->vb_rescale_factor = 1.0/ctx->rescale_factor;
-
- if (ctx->Transform.Normalize)
- {
- ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE];
- }
- else if (!ctx->Transform.RescaleNormals &&
- ctx->rescale_factor != 1.0)
- {
- ctx->NormalTransform = gl_normal_tab[NORM_RESCALE];
- }
- else
- {
- ctx->NormalTransform = 0;
- }
- } else {
- ctx->NormalTransform = 0;
- }
- }
-
- if (last != ctx->NormalTransform || new_flag)
- ctx->NewState |= NEW_NORMAL_TRANSFORM;
- }
-
-