0,0 → 1,376 |
/* |
* Copyright (C) 2009-2010 Francisco Jerez. |
* 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 (including the |
* next paragraph) 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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 "nouveau_driver.h" |
#include "nouveau_context.h" |
#include "nouveau_gldefs.h" |
#include "nouveau_util.h" |
#include "nv20_3d.xml.h" |
#include "nv10_driver.h" |
#include "nv20_driver.h" |
|
#define LIGHT_MODEL_AMBIENT_R(side) \ |
((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \ |
NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R) |
#define LIGHT_AMBIENT_R(side, i) \ |
((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) : \ |
NV20_3D_LIGHT_FRONT_AMBIENT_R(i)) |
#define LIGHT_DIFFUSE_R(side, i) \ |
((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) : \ |
NV20_3D_LIGHT_FRONT_DIFFUSE_R(i)) |
#define LIGHT_SPECULAR_R(side, i) \ |
((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) : \ |
NV20_3D_LIGHT_FRONT_SPECULAR_R(i)) |
#define MATERIAL_FACTOR_R(side) \ |
((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R : \ |
NV20_3D_MATERIAL_FACTOR_FRONT_R) |
#define MATERIAL_FACTOR_A(side) \ |
((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A : \ |
NV20_3D_MATERIAL_FACTOR_FRONT_A) |
#define MATERIAL_SHININESS(side) \ |
((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) : \ |
NV20_3D_FRONT_MATERIAL_SHININESS(0)) |
|
void |
nv20_emit_clip_plane(struct gl_context *ctx, int emit) |
{ |
} |
|
static inline unsigned |
get_material_bitmask(unsigned m) |
{ |
unsigned ret = 0; |
|
if (m & MAT_BIT_FRONT_EMISSION) |
ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1; |
if (m & MAT_BIT_FRONT_AMBIENT) |
ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1; |
if (m & MAT_BIT_FRONT_DIFFUSE) |
ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1; |
if (m & MAT_BIT_FRONT_SPECULAR) |
ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1; |
|
if (m & MAT_BIT_BACK_EMISSION) |
ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1; |
if (m & MAT_BIT_BACK_AMBIENT) |
ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1; |
if (m & MAT_BIT_BACK_DIFFUSE) |
ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1; |
if (m & MAT_BIT_BACK_SPECULAR) |
ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1; |
|
return ret; |
} |
|
void |
nv20_emit_color_material(struct gl_context *ctx, int emit) |
{ |
struct nouveau_pushbuf *push = context_push(ctx); |
unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask); |
|
BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1); |
PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0); |
} |
|
static unsigned |
get_fog_mode_signed(unsigned mode) |
{ |
switch (mode) { |
case GL_LINEAR: |
return NV20_3D_FOG_MODE_LINEAR_SIGNED; |
case GL_EXP: |
return NV20_3D_FOG_MODE_EXP_SIGNED; |
case GL_EXP2: |
return NV20_3D_FOG_MODE_EXP2_SIGNED; |
default: |
assert(0); |
} |
} |
|
static unsigned |
get_fog_mode_unsigned(unsigned mode) |
{ |
switch (mode) { |
case GL_LINEAR: |
return NV20_3D_FOG_MODE_LINEAR_UNSIGNED; |
case GL_EXP: |
return NV20_3D_FOG_MODE_EXP_UNSIGNED; |
case GL_EXP2: |
return NV20_3D_FOG_MODE_EXP2_UNSIGNED; |
default: |
assert(0); |
} |
} |
|
static unsigned |
get_fog_source(unsigned source, unsigned distance_mode) |
{ |
switch (source) { |
case GL_FOG_COORDINATE_EXT: |
return NV20_3D_FOG_COORD_FOG; |
case GL_FRAGMENT_DEPTH_EXT: |
switch (distance_mode) { |
case GL_EYE_PLANE_ABSOLUTE_NV: |
return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS; |
case GL_EYE_PLANE: |
return NV20_3D_FOG_COORD_DIST_ORTHOGONAL; |
case GL_EYE_RADIAL_NV: |
return NV20_3D_FOG_COORD_DIST_RADIAL; |
default: |
assert(0); |
} |
default: |
assert(0); |
} |
} |
|
void |
nv20_emit_fog(struct gl_context *ctx, int emit) |
{ |
struct nouveau_context *nctx = to_nouveau_context(ctx); |
struct nouveau_pushbuf *push = context_push(ctx); |
struct gl_fog_attrib *f = &ctx->Fog; |
unsigned source = nctx->fallback == HWTNL ? |
f->FogCoordinateSource : GL_FOG_COORDINATE_EXT; |
float k[3]; |
|
nv10_get_fog_coeff(ctx, k); |
|
BEGIN_NV04(push, NV20_3D(FOG_MODE), 4); |
PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT && |
f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ? |
get_fog_mode_unsigned(f->Mode) : |
get_fog_mode_signed(f->Mode))); |
PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode)); |
PUSH_DATAb(push, f->Enabled); |
PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color)); |
|
BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3); |
PUSH_DATAp(push, k, 3); |
} |
|
void |
nv20_emit_light_model(struct gl_context *ctx, int emit) |
{ |
struct nouveau_pushbuf *push = context_push(ctx); |
struct gl_lightmodel *m = &ctx->Light.Model; |
|
BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1); |
PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR); |
|
BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1); |
PUSH_DATA (push, ((m->LocalViewer ? |
NV20_3D_LIGHT_MODEL_VIEWER_LOCAL : |
NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) | |
(_mesa_need_secondary_color(ctx) ? |
NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR : |
0))); |
|
BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1); |
PUSH_DATAb(push, ctx->Light.Model.TwoSide); |
} |
|
void |
nv20_emit_light_source(struct gl_context *ctx, int emit) |
{ |
const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0; |
struct nouveau_pushbuf *push = context_push(ctx); |
struct gl_light *l = &ctx->Light.Light[i]; |
|
if (l->_Flags & LIGHT_POSITIONAL) { |
BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3); |
PUSH_DATAp(push, l->_Position, 3); |
|
BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3); |
PUSH_DATAf(push, l->ConstantAttenuation); |
PUSH_DATAf(push, l->LinearAttenuation); |
PUSH_DATAf(push, l->QuadraticAttenuation); |
|
} else { |
BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3); |
PUSH_DATAp(push, l->_VP_inf_norm, 3); |
|
BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3); |
PUSH_DATAp(push, l->_h_inf_norm, 3); |
} |
|
if (l->_Flags & LIGHT_SPOT) { |
float k[7]; |
|
nv10_get_spot_coeff(l, k); |
|
BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7); |
PUSH_DATAp(push, k, 7); |
} |
} |
|
#define USE_COLOR_MATERIAL(attr, side) \ |
(ctx->Light.ColorMaterialEnabled && \ |
ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side))) |
|
void |
nv20_emit_material_ambient(struct gl_context *ctx, int emit) |
{ |
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT; |
struct nouveau_pushbuf *push = context_push(ctx); |
float (*mat)[4] = ctx->Light.Material.Attrib; |
float c_scene[3], c_factor[3]; |
struct gl_light *l; |
|
if (USE_COLOR_MATERIAL(AMBIENT, side)) { |
COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]); |
COPY_3V(c_factor, ctx->Light.Model.Ambient); |
|
} else if (USE_COLOR_MATERIAL(EMISSION, side)) { |
SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)], |
ctx->Light.Model.Ambient); |
ASSIGN_3V(c_factor, 1, 1, 1); |
|
} else { |
COPY_3V(c_scene, ctx->Light._BaseColor[side]); |
ZERO_3V(c_factor); |
} |
|
BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3); |
PUSH_DATAp(push, c_scene, 3); |
|
if (ctx->Light.ColorMaterialEnabled) { |
BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3); |
PUSH_DATAp(push, c_factor, 3); |
} |
|
foreach(l, &ctx->Light.EnabledList) { |
const int i = l - ctx->Light.Light; |
float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ? |
l->Ambient : |
l->_MatAmbient[side]); |
|
BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3); |
PUSH_DATAp(push, c_light, 3); |
} |
} |
|
void |
nv20_emit_material_diffuse(struct gl_context *ctx, int emit) |
{ |
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE; |
struct nouveau_pushbuf *push = context_push(ctx); |
GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
struct gl_light *l; |
|
BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1); |
PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]); |
|
foreach(l, &ctx->Light.EnabledList) { |
const int i = l - ctx->Light.Light; |
float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ? |
l->Diffuse : |
l->_MatDiffuse[side]); |
|
BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3); |
PUSH_DATAp(push, c_light, 3); |
} |
} |
|
void |
nv20_emit_material_specular(struct gl_context *ctx, int emit) |
{ |
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR; |
struct nouveau_pushbuf *push = context_push(ctx); |
struct gl_light *l; |
|
foreach(l, &ctx->Light.EnabledList) { |
const int i = l - ctx->Light.Light; |
float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ? |
l->Specular : |
l->_MatSpecular[side]); |
|
BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3); |
PUSH_DATAp(push, c_light, 3); |
} |
} |
|
void |
nv20_emit_material_shininess(struct gl_context *ctx, int emit) |
{ |
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS; |
struct nouveau_pushbuf *push = context_push(ctx); |
float (*mat)[4] = ctx->Light.Material.Attrib; |
float k[6]; |
|
nv10_get_shininess_coeff( |
CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024), |
k); |
|
BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6); |
PUSH_DATAp(push, k, 6); |
} |
|
void |
nv20_emit_modelview(struct gl_context *ctx, int emit) |
{ |
struct nouveau_context *nctx = to_nouveau_context(ctx); |
struct nouveau_pushbuf *push = context_push(ctx); |
GLmatrix *m = ctx->ModelviewMatrixStack.Top; |
|
if (nctx->fallback != HWTNL) |
return; |
|
if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled || |
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { |
BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16); |
PUSH_DATAm(push, m->m); |
} |
|
if (ctx->Light.Enabled || |
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) { |
int i, j; |
|
BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12); |
for (i = 0; i < 3; i++) |
for (j = 0; j < 4; j++) |
PUSH_DATAf(push, m->inv[4*i + j]); |
} |
} |
|
void |
nv20_emit_projection(struct gl_context *ctx, int emit) |
{ |
struct nouveau_context *nctx = to_nouveau_context(ctx); |
struct nouveau_pushbuf *push = context_push(ctx); |
GLmatrix m; |
|
_math_matrix_ctr(&m); |
get_viewport_scale(ctx, m.m); |
|
if (nctx->fallback == HWTNL) |
_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix); |
|
BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16); |
PUSH_DATAm(push, m.m); |
|
_math_matrix_dtr(&m); |
} |