0,0 → 1,472 |
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2006 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 |
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "c99_math.h" |
#include "main/glheader.h" |
#include "main/light.h" |
#include "main/macros.h" |
#include "main/imports.h" |
#include "util/simple_list.h" |
#include "main/mtypes.h" |
|
#include "math/m_translate.h" |
|
#include "t_context.h" |
#include "t_pipeline.h" |
#include "tnl.h" |
|
#define LIGHT_TWOSIDE 0x1 |
#define LIGHT_MATERIAL 0x2 |
#define MAX_LIGHT_FUNC 0x4 |
|
typedef void (*light_func)( struct gl_context *ctx, |
struct vertex_buffer *VB, |
struct tnl_pipeline_stage *stage, |
GLvector4f *input ); |
|
/** |
* Information for updating current material attributes from vertex color, |
* for GL_COLOR_MATERIAL. |
*/ |
struct material_cursor { |
const GLfloat *ptr; /* points to src vertex color (in VB array) */ |
GLuint stride; /* stride to next vertex color (bytes) */ |
GLfloat *current; /* points to material attribute to update */ |
GLuint size; /* vertex/color size: 1, 2, 3 or 4 */ |
}; |
|
/** |
* Data private to this pipeline stage. |
*/ |
struct light_stage_data { |
GLvector4f Input; |
GLvector4f LitColor[2]; |
GLvector4f LitSecondary[2]; |
light_func *light_func_tab; |
|
struct material_cursor mat[MAT_ATTRIB_MAX]; |
GLuint mat_count; |
GLuint mat_bitmask; |
}; |
|
|
#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr)) |
|
|
|
/**********************************************************************/ |
/***** 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 |
*/ |
|
|
|
static void |
validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess ) |
{ |
TNLcontext *tnl = TNL_CONTEXT(ctx); |
struct tnl_shine_tab *list = tnl->_ShineTabList; |
struct tnl_shine_tab *s; |
|
assert(side < 2); |
|
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 = 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 (tnl->_ShineTable[side]) |
tnl->_ShineTable[side]->refcount--; |
|
tnl->_ShineTable[side] = s; |
move_to_tail( list, s ); |
s->refcount++; |
} |
|
|
void |
_tnl_validate_shine_tables( struct gl_context *ctx ) |
{ |
TNLcontext *tnl = TNL_CONTEXT(ctx); |
GLfloat shininess; |
|
shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; |
if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess) |
validate_shine_table( ctx, 0, shininess ); |
|
shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; |
if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess) |
validate_shine_table( ctx, 1, shininess ); |
} |
|
|
/** |
* In the case of colormaterial, the effected material attributes |
* should already have been bound to point to the incoming color data, |
* prior to running the pipeline. |
* This function copies the vertex's color to the material attributes |
* which are tracking glColor. |
* It's called per-vertex in the lighting loop. |
*/ |
static void |
update_materials(struct gl_context *ctx, struct light_stage_data *store) |
{ |
GLuint i; |
|
for (i = 0 ; i < store->mat_count ; i++) { |
/* update the material */ |
COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr); |
/* increment src vertex color pointer */ |
STRIDE_F(store->mat[i].ptr, store->mat[i].stride); |
} |
|
/* recompute derived light/material values */ |
_mesa_update_material( ctx, store->mat_bitmask ); |
/* XXX we should only call this if we're tracking/changing the specular |
* exponent. |
*/ |
_tnl_validate_shine_tables( ctx ); |
} |
|
|
/** |
* Prepare things prior to running the lighting stage. |
* Return number of material attributes which will track vertex color. |
*/ |
static GLuint |
prepare_materials(struct gl_context *ctx, |
struct vertex_buffer *VB, struct light_stage_data *store) |
{ |
GLuint i; |
|
store->mat_count = 0; |
store->mat_bitmask = 0; |
|
/* Examine the _ColorMaterialBitmask to determine which materials |
* track vertex color. Override the material attribute's pointer |
* with the color pointer for each one. |
*/ |
if (ctx->Light.ColorMaterialEnabled) { |
const GLuint bitmask = ctx->Light._ColorMaterialBitmask; |
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) |
if (bitmask & (1<<i)) |
VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0]; |
} |
|
/* Now, for each material attribute that's tracking vertex color, save |
* some values (ptr, stride, size, current) that we'll need in |
* update_materials(), above, that'll actually copy the vertex color to |
* the material attribute(s). |
*/ |
for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) { |
if (VB->AttribPtr[i]->stride) { |
const GLuint j = store->mat_count++; |
const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT; |
store->mat[j].ptr = VB->AttribPtr[i]->start; |
store->mat[j].stride = VB->AttribPtr[i]->stride; |
store->mat[j].size = VB->AttribPtr[i]->size; |
store->mat[j].current = ctx->Light.Material.Attrib[attr]; |
store->mat_bitmask |= (1<<attr); |
} |
} |
|
/* FIXME: Is this already done? |
*/ |
_mesa_update_material( ctx, ~0 ); |
|
_tnl_validate_shine_tables( ctx ); |
|
return store->mat_count; |
} |
|
/* |
* Compute dp ^ SpecularExponent. |
* Lerp between adjacent values in the f(x) lookup table, giving a |
* continuous function, with adequate overall accuracy. (Though still |
* pretty good compared to a straight lookup). |
*/ |
static inline GLfloat |
lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp) |
{ |
TNLcontext *tnl = TNL_CONTEXT(ctx); |
const struct tnl_shine_tab *tab = tnl->_ShineTable[face]; |
float f = dp * (SHINE_TABLE_SIZE - 1); |
int k = (int) f; |
if (k < 0 /* gcc may cast an overflow float value to negative int value */ |
|| k > SHINE_TABLE_SIZE - 2) |
return powf(dp, tab->shininess); |
else |
return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]); |
} |
|
/* Tables for all the shading functions. |
*/ |
static light_func _tnl_light_tab[MAX_LIGHT_FUNC]; |
static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC]; |
static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC]; |
static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC]; |
|
#define TAG(x) x |
#define IDX (0) |
#include "t_vb_lighttmp.h" |
|
#define TAG(x) x##_twoside |
#define IDX (LIGHT_TWOSIDE) |
#include "t_vb_lighttmp.h" |
|
#define TAG(x) x##_material |
#define IDX (LIGHT_MATERIAL) |
#include "t_vb_lighttmp.h" |
|
#define TAG(x) x##_twoside_material |
#define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL) |
#include "t_vb_lighttmp.h" |
|
|
static void init_lighting_tables( void ) |
{ |
static int done; |
|
if (!done) { |
init_light_tab(); |
init_light_tab_twoside(); |
init_light_tab_material(); |
init_light_tab_twoside_material(); |
done = 1; |
} |
} |
|
|
static GLboolean run_lighting( struct gl_context *ctx, |
struct tnl_pipeline_stage *stage ) |
{ |
struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
TNLcontext *tnl = TNL_CONTEXT(ctx); |
struct vertex_buffer *VB = &tnl->vb; |
GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS]; |
GLuint idx; |
|
if (!ctx->Light.Enabled || ctx->VertexProgram._Current) |
return GL_TRUE; |
|
/* Make sure we can talk about position x,y and z: |
*/ |
if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) { |
|
_math_trans_4f( store->Input.data, |
VB->AttribPtr[_TNL_ATTRIB_POS]->data, |
VB->AttribPtr[_TNL_ATTRIB_POS]->stride, |
GL_FLOAT, |
VB->AttribPtr[_TNL_ATTRIB_POS]->size, |
0, |
VB->Count ); |
|
if (input->size <= 2) { |
/* Clean z. |
*/ |
_mesa_vector4f_clean_elem(&store->Input, VB->Count, 2); |
} |
|
if (input->size <= 1) { |
/* Clean y. |
*/ |
_mesa_vector4f_clean_elem(&store->Input, VB->Count, 1); |
} |
|
input = &store->Input; |
} |
|
idx = 0; |
|
if (prepare_materials( ctx, VB, store )) |
idx |= LIGHT_MATERIAL; |
|
if (ctx->Light.Model.TwoSide) |
idx |= LIGHT_TWOSIDE; |
|
/* The individual functions know about replaying side-effects |
* vs. full re-execution. |
*/ |
store->light_func_tab[idx]( ctx, VB, stage, input ); |
|
return GL_TRUE; |
} |
|
|
/* Called in place of do_lighting when the light table may have changed. |
*/ |
static void validate_lighting( struct gl_context *ctx, |
struct tnl_pipeline_stage *stage ) |
{ |
light_func *tab; |
|
if (!ctx->Light.Enabled || ctx->VertexProgram._Current) |
return; |
|
if (ctx->Light._NeedVertices) { |
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) |
tab = _tnl_light_spec_tab; |
else |
tab = _tnl_light_tab; |
} |
else { |
if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) |
tab = _tnl_light_fast_single_tab; |
else |
tab = _tnl_light_fast_tab; |
} |
|
|
LIGHT_STAGE_DATA(stage)->light_func_tab = tab; |
|
/* This and the above should only be done on _NEW_LIGHT: |
*/ |
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
} |
|
|
|
/* Called the first time stage->run is called. In effect, don't |
* allocate data until the first time the stage is run. |
*/ |
static GLboolean init_lighting( struct gl_context *ctx, |
struct tnl_pipeline_stage *stage ) |
{ |
TNLcontext *tnl = TNL_CONTEXT(ctx); |
struct light_stage_data *store; |
GLuint size = tnl->vb.Size; |
|
stage->privatePtr = malloc(sizeof(*store)); |
store = LIGHT_STAGE_DATA(stage); |
if (!store) |
return GL_FALSE; |
|
/* Do onetime init. |
*/ |
init_lighting_tables(); |
|
_mesa_vector4f_alloc( &store->Input, 0, size, 32 ); |
_mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 ); |
_mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 ); |
_mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 ); |
_mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 ); |
|
store->LitColor[0].size = 4; |
store->LitColor[1].size = 4; |
store->LitSecondary[0].size = 3; |
store->LitSecondary[1].size = 3; |
|
return GL_TRUE; |
} |
|
|
|
|
static void dtr( struct tnl_pipeline_stage *stage ) |
{ |
struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
|
if (store) { |
_mesa_vector4f_free( &store->Input ); |
_mesa_vector4f_free( &store->LitColor[0] ); |
_mesa_vector4f_free( &store->LitColor[1] ); |
_mesa_vector4f_free( &store->LitSecondary[0] ); |
_mesa_vector4f_free( &store->LitSecondary[1] ); |
free( store ); |
stage->privatePtr = NULL; |
} |
} |
|
const struct tnl_pipeline_stage _tnl_lighting_stage = |
{ |
"lighting", /* name */ |
NULL, /* private_data */ |
init_lighting, |
dtr, /* destroy */ |
validate_lighting, |
run_lighting |
}; |