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- /* $Id: light.c,v 3.4 1998/03/27 03:37:40 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.0
- * Copyright (C) 1995-1998 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: light.c,v $
- * Revision 3.4 1998/03/27 03:37:40 brianp
- * fixed G++ warnings
- *
- * Revision 3.3 1998/02/27 00:44:52 brianp
- * fixed an incorrect error message string
- *
- * Revision 3.2 1998/02/08 20:18:20 brianp
- * removed unneeded headers
- *
- * Revision 3.1 1998/02/02 03:09:34 brianp
- * added GL_LIGHT_MODEL_COLOR_CONTROL (separate specular color interpolation)
- *
- * Revision 3.0 1998/01/31 20:54:56 brianp
- * initial rev
- *
- */
-
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #include <assert.h>
- #include <float.h>
- #include <math.h>
- #include <stdlib.h>
- #include "context.h"
- #include "light.h"
- #include "macros.h"
- #include "matrix.h"
- #include "mmath.h"
- #include "types.h"
- #include "vb.h"
- #include "xform.h"
- #endif
-
-
-
- void gl_ShadeModel( GLcontext *ctx, GLenum mode )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glShadeModel" );
- return;
- }
-
- switch (mode) {
- case GL_FLAT:
- case GL_SMOOTH:
- if (ctx->Light.ShadeModel!=mode) {
- ctx->Light.ShadeModel = mode;
- ctx->NewState |= NEW_RASTER_OPS;
- }
- break;
- default:
- 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;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glLight" );
- return;
- }
-
- 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].Position, ctx->ModelViewMatrix,
- params );
- break;
- case GL_SPOT_DIRECTION:
- /* transform direction by inverse modelview */
- {
- GLfloat direction[4];
- direction[0] = params[0];
- direction[1] = params[1];
- direction[2] = params[2];
- direction[3] = 0.0;
- if (ctx->NewModelViewMatrix) {
- gl_analyze_modelview_matrix( ctx );
- }
- gl_transform_vector( ctx->Light.Light[l].Direction,
- direction, ctx->ModelViewInv);
- }
- 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);
- 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;
- }
-
- ctx->NewState |= NEW_LIGHTING;
- }
-
-
-
- void gl_GetLightfv( GLcontext *ctx,
- GLenum light, GLenum pname, GLfloat *params )
- {
- GLint l = (GLint) (light - GL_LIGHT0);
-
- 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].Position );
- break;
- case GL_SPOT_DIRECTION:
- COPY_3V( params, ctx->Light.Light[l].Direction );
- 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);
-
- 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].Position[0];
- params[1] = (GLint) ctx->Light.Light[l].Position[1];
- params[2] = (GLint) ctx->Light.Light[l].Position[2];
- params[3] = (GLint) ctx->Light.Light[l].Position[3];
- break;
- case GL_SPOT_DIRECTION:
- params[0] = (GLint) ctx->Light.Light[l].Direction[0];
- params[1] = (GLint) ctx->Light.Light[l].Direction[1];
- params[2] = (GLint) ctx->Light.Light[l].Direction[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 )
- {
- 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;
- else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
- ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR;
- else
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel" );
- break;
- }
- 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( GLenum face, GLenum pname )
- {
- 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_problem(NULL, "Bad param in gl_material_bitmask");
- return 0;
- }
-
- ASSERT( face==GL_FRONT || face==GL_BACK || face==GL_FRONT_AND_BACK );
-
- if (face==GL_FRONT) {
- bitmask &= FRONT_MATERIAL_BITS;
- }
- else if (face==GL_BACK) {
- bitmask &= BACK_MATERIAL_BITS;
- }
-
- return bitmask;
- }
-
-
-
- /*
- * This is called by glColor() when GL_COLOR_MATERIAL is enabled and
- * called by glMaterial() when GL_COLOR_MATERIAL is disabled.
- */
- void gl_set_material( GLcontext *ctx, GLuint bitmask, const GLfloat *params )
- {
- struct gl_material *mat;
-
- if (INSIDE_BEGIN_END(ctx)) {
- struct vertex_buffer *VB = ctx->VB;
- /* Save per-vertex material changes in the Vertex Buffer.
- * The update_material function will eventually update the global
- * ctx->Light.Material values.
- */
- mat = VB->Material[VB->Count];
- VB->MaterialMask[VB->Count] |= bitmask;
- VB->MonoMaterial = GL_FALSE;
- }
- else {
- /* just update the global material property */
- mat = ctx->Light.Material;
- ctx->NewState |= NEW_LIGHTING;
- }
-
- if (bitmask & FRONT_AMBIENT_BIT) {
- COPY_4V( mat[0].Ambient, params );
- }
- if (bitmask & BACK_AMBIENT_BIT) {
- COPY_4V( mat[1].Ambient, params );
- }
- if (bitmask & FRONT_DIFFUSE_BIT) {
- COPY_4V( mat[0].Diffuse, params );
- }
- if (bitmask & BACK_DIFFUSE_BIT) {
- COPY_4V( mat[1].Diffuse, params );
- }
- if (bitmask & FRONT_SPECULAR_BIT) {
- COPY_4V( mat[0].Specular, params );
- }
- if (bitmask & BACK_SPECULAR_BIT) {
- COPY_4V( mat[1].Specular, params );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- COPY_4V( mat[0].Emission, params );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- COPY_4V( mat[1].Emission, params );
- }
- if (bitmask & FRONT_SHININESS_BIT) {
- GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
- if (mat[0].Shininess != shininess) {
- mat[0].Shininess = shininess;
- gl_compute_material_shine_table( &mat[0] );
- }
- }
- if (bitmask & BACK_SHININESS_BIT) {
- GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
- if (mat[1].Shininess != shininess) {
- mat[1].Shininess = shininess;
- gl_compute_material_shine_table( &mat[1] );
- }
- }
- 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_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glColorMaterial" );
- return;
- }
- switch (face) {
- case GL_FRONT:
- case GL_BACK:
- case GL_FRONT_AND_BACK:
- ctx->Light.ColorMaterialFace = face;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glColorMaterial(face)" );
- return;
- }
- switch (mode) {
- case GL_EMISSION:
- case GL_AMBIENT:
- case GL_DIFFUSE:
- case GL_SPECULAR:
- case GL_AMBIENT_AND_DIFFUSE:
- ctx->Light.ColorMaterialMode = mode;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glColorMaterial(mode)" );
- return;
- }
-
- ctx->Light.ColorMaterialBitmask = gl_material_bitmask( face, mode );
- }
-
-
-
- /*
- * This is only called via the api_function_table struct or by the
- * display list executor.
- */
- void gl_Materialfv( GLcontext *ctx,
- GLenum face, GLenum pname, const GLfloat *params )
- {
- GLuint bitmask;
-
- /* error checking */
- if (face!=GL_FRONT && face!=GL_BACK && face!=GL_FRONT_AND_BACK) {
- gl_error( ctx, GL_INVALID_ENUM, "glMaterial(face)" );
- return;
- }
- switch (pname) {
- case GL_EMISSION:
- case GL_AMBIENT:
- case GL_DIFFUSE:
- case GL_SPECULAR:
- case GL_SHININESS:
- case GL_AMBIENT_AND_DIFFUSE:
- case GL_COLOR_INDEXES:
- /* OK */
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glMaterial(pname)" );
- return;
- }
-
- /* convert face and pname to a bitmask */
- bitmask = gl_material_bitmask( face, pname );
-
- if (ctx->Light.ColorMaterialEnabled) {
- /* The material values specified by glColorMaterial() can't be */
- /* updated by glMaterial() while GL_COLOR_MATERIAL is enabled! */
- bitmask &= ~ctx->Light.ColorMaterialBitmask;
- }
-
- gl_set_material( ctx, bitmask, params );
- }
-
-
-
-
- void gl_GetMaterialfv( GLcontext *ctx,
- GLenum face, GLenum pname, GLfloat *params )
- {
- GLuint f;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glGetMaterialfv" );
- return;
- }
- 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_4V( params, ctx->Light.Material[f].Ambient );
- break;
- case GL_DIFFUSE:
- COPY_4V( params, ctx->Light.Material[f].Diffuse );
- break;
- case GL_SPECULAR:
- COPY_4V( params, ctx->Light.Material[f].Specular );
- break;
- case GL_EMISSION:
- COPY_4V( 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;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glGetMaterialiv" );
- return;
- }
- 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.
- *
- * 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;
- 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;
- }
-
-
-
- /*
- * Whenever the shininess of a material changes we must call this
- * function to recompute the exponential lookup table.
- */
- void gl_compute_material_shine_table( struct gl_material *m )
- {
- int i;
- m->ShineTable[0] = 0.0F;
- for (i=1;i<SHINE_TABLE_SIZE;i++) {
- /* just invalidate the table */
- m->ShineTable[i] = -1.0;
- }
- }
-
-
-
- /*
- * 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 )
- {
- GLint i, side;
- struct gl_light *prev_enabled, *light;
-
- if (!ctx->Light.Enabled) {
- /* If lighting is not enabled, we can skip all this. */
- return;
- }
-
- /* Setup linked list of enabled light sources */
- prev_enabled = NULL;
- ctx->Light.FirstEnabled = NULL;
- for (i=0;i<MAX_LIGHTS;i++) {
- ctx->Light.Light[i].NextEnabled = NULL;
- if (ctx->Light.Light[i].Enabled) {
- if (prev_enabled) {
- prev_enabled->NextEnabled = &ctx->Light.Light[i];
- }
- else {
- ctx->Light.FirstEnabled = &ctx->Light.Light[i];
- }
- prev_enabled = &ctx->Light.Light[i];
- }
- }
-
- /* base color = material_emission + global_ambient * material_ambient */
- for (side=0; side<2; side++) {
- ctx->Light.BaseColor[side][0] = ctx->Light.Material[side].Emission[0]
- + ctx->Light.Model.Ambient[0] * ctx->Light.Material[side].Ambient[0];
- ctx->Light.BaseColor[side][1] = ctx->Light.Material[side].Emission[1]
- + ctx->Light.Model.Ambient[1] * ctx->Light.Material[side].Ambient[1];
- ctx->Light.BaseColor[side][2] = ctx->Light.Material[side].Emission[2]
- + ctx->Light.Model.Ambient[2] * ctx->Light.Material[side].Ambient[2];
- ctx->Light.BaseColor[side][3]
- = MIN2( ctx->Light.Material[side].Diffuse[3], 1.0F );
- }
-
-
- /* Precompute some lighting stuff */
- for (light = ctx->Light.FirstEnabled; light; light = light->NextEnabled) {
- for (side=0; side<2; side++) {
- struct gl_material *mat = &ctx->Light.Material[side];
- /* Add each light's ambient component to base color */
- ctx->Light.BaseColor[side][0] += light->Ambient[0] * mat->Ambient[0];
- ctx->Light.BaseColor[side][1] += light->Ambient[1] * mat->Ambient[1];
- ctx->Light.BaseColor[side][2] += light->Ambient[2] * mat->Ambient[2];
- /* compute product of light's ambient with front material ambient */
- light->MatAmbient[side][0] = light->Ambient[0] * mat->Ambient[0];
- light->MatAmbient[side][1] = light->Ambient[1] * mat->Ambient[1];
- light->MatAmbient[side][2] = light->Ambient[2] * mat->Ambient[2];
- /* compute product of light's diffuse with front material diffuse */
- light->MatDiffuse[side][0] = light->Diffuse[0] * mat->Diffuse[0];
- light->MatDiffuse[side][1] = light->Diffuse[1] * mat->Diffuse[1];
- light->MatDiffuse[side][2] = light->Diffuse[2] * mat->Diffuse[2];
- /* compute product of light's specular with front material specular */
- light->MatSpecular[side][0] = light->Specular[0] * mat->Specular[0];
- light->MatSpecular[side][1] = light->Specular[1] * mat->Specular[1];
- light->MatSpecular[side][2] = light->Specular[2] * mat->Specular[2];
-
- /* VP (VP) = Normalize( Position ) */
- COPY_3V( light->VP_inf_norm, light->Position );
- NORMALIZE_3FV( light->VP_inf_norm );
-
- /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
- COPY_3V( light->h_inf_norm, light->VP_inf_norm );
- light->h_inf_norm[2] += 1.0F;
- NORMALIZE_3FV( light->h_inf_norm );
-
- COPY_3V( light->NormDirection, light->Direction );
- NORMALIZE_3FV( light->NormDirection );
-
- /* Compute color index diffuse and specular light intensities */
- light->dli = 0.30F * light->Diffuse[0]
- + 0.59F * light->Diffuse[1]
- + 0.11F * light->Diffuse[2];
- light->sli = 0.30F * light->Specular[0]
- + 0.59F * light->Specular[1]
- + 0.11F * light->Specular[2];
-
- } /* loop over materials */
- } /* loop over lights */
-
- /* Determine if the fast lighting function can be used */
- ctx->Light.Fast = GL_TRUE;
- if ( ctx->Light.BaseColor[0][0]<0.0F
- || ctx->Light.BaseColor[0][1]<0.0F
- || ctx->Light.BaseColor[0][2]<0.0F
- || ctx->Light.BaseColor[0][3]<0.0F
- || ctx->Light.BaseColor[1][0]<0.0F
- || ctx->Light.BaseColor[1][1]<0.0F
- || ctx->Light.BaseColor[1][2]<0.0F
- || ctx->Light.BaseColor[1][3]<0.0F
- || ctx->Light.Model.LocalViewer
- || ctx->Light.ColorMaterialEnabled) {
- ctx->Light.Fast = GL_FALSE;
- }
- else {
- for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
- if ( light->Position[3]!=0.0F
- || light->SpotCutoff!=180.0F
- || light->MatDiffuse[0][0]<0.0F
- || light->MatDiffuse[0][1]<0.0F
- || light->MatDiffuse[0][2]<0.0F
- || light->MatSpecular[0][0]<0.0F
- || light->MatSpecular[0][1]<0.0F
- || light->MatSpecular[0][2]<0.0F
- || light->MatDiffuse[1][0]<0.0F
- || light->MatDiffuse[1][1]<0.0F
- || light->MatDiffuse[1][2]<0.0F
- || light->MatSpecular[1][0]<0.0F
- || light->MatSpecular[1][1]<0.0F
- || light->MatSpecular[1][2]<0.0F) {
- ctx->Light.Fast = GL_FALSE;
- break;
- }
- }
- }
- }
-