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1901 serge 1
/*
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 * Mesa 3-D graphics library
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 * Version:  6.5
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 *
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 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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#include "main/glheader.h"
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#include "main/colormac.h"
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#include "main/light.h"
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#include "main/macros.h"
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#include "main/imports.h"
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#include "main/simple_list.h"
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#include "main/mtypes.h"
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#include "math/m_translate.h"
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#include "t_context.h"
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#include "t_pipeline.h"
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#define LIGHT_TWOSIDE       0x1
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#define LIGHT_MATERIAL      0x2
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#define MAX_LIGHT_FUNC      0x4
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typedef void (*light_func)( struct gl_context *ctx,
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			    struct vertex_buffer *VB,
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			    struct tnl_pipeline_stage *stage,
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			    GLvector4f *input );
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/**
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 * Information for updating current material attributes from vertex color,
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 * for GL_COLOR_MATERIAL.
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 */
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struct material_cursor {
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   const GLfloat *ptr;    /* points to src vertex color (in VB array) */
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   GLuint stride;         /* stride to next vertex color (bytes) */
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   GLfloat *current;      /* points to material attribute to update */
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   GLuint size;           /* vertex/color size: 1, 2, 3 or 4 */
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};
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60
/**
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 * Data private to this pipeline stage.
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 */
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struct light_stage_data {
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   GLvector4f Input;
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   GLvector4f LitColor[2];
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   GLvector4f LitSecondary[2];
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   light_func *light_func_tab;
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69
   struct material_cursor mat[MAT_ATTRIB_MAX];
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   GLuint mat_count;
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   GLuint mat_bitmask;
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};
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74
 
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#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
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77
 
78
 
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/**
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 * In the case of colormaterial, the effected material attributes
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 * should already have been bound to point to the incoming color data,
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 * prior to running the pipeline.
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 * This function copies the vertex's color to the material attributes
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 * which are tracking glColor.
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 * It's called per-vertex in the lighting loop.
86
 */
87
static void
88
update_materials(struct gl_context *ctx, struct light_stage_data *store)
89
{
90
   GLuint i;
91
 
92
   for (i = 0 ; i < store->mat_count ; i++) {
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      /* update the material */
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      COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
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      /* increment src vertex color pointer */
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      STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
97
   }
98
 
99
   /* recompute derived light/material values */
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   _mesa_update_material( ctx, store->mat_bitmask );
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   /* XXX we should only call this if we're tracking/changing the specular
102
    * exponent.
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    */
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   _mesa_validate_all_lighting_tables( ctx );
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}
106
 
107
 
108
/**
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 * Prepare things prior to running the lighting stage.
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 * Return number of material attributes which will track vertex color.
111
 */
112
static GLuint
113
prepare_materials(struct gl_context *ctx,
114
                  struct vertex_buffer *VB, struct light_stage_data *store)
115
{
116
   GLuint i;
117
 
118
   store->mat_count = 0;
119
   store->mat_bitmask = 0;
120
 
121
   /* Examine the ColorMaterialBitmask to determine which materials
122
    * track vertex color.  Override the material attribute's pointer
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    * with the color pointer for each one.
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    */
125
   if (ctx->Light.ColorMaterialEnabled) {
126
      const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
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      for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
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	 if (bitmask & (1<
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	    VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
130
   }
131
 
132
   /* Now, for each material attribute that's tracking vertex color, save
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    * some values (ptr, stride, size, current) that we'll need in
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    * update_materials(), above, that'll actually copy the vertex color to
135
    * the material attribute(s).
136
    */
137
   for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
138
      if (VB->AttribPtr[i]->stride) {
139
	 const GLuint j = store->mat_count++;
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	 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
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	 store->mat[j].ptr    = VB->AttribPtr[i]->start;
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	 store->mat[j].stride = VB->AttribPtr[i]->stride;
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	 store->mat[j].size   = VB->AttribPtr[i]->size;
144
	 store->mat[j].current = ctx->Light.Material.Attrib[attr];
145
	 store->mat_bitmask |= (1<
146
      }
147
   }
148
 
149
   /* FIXME: Is this already done?
150
    */
151
   _mesa_update_material( ctx, ~0 );
152
   _mesa_validate_all_lighting_tables( ctx );
153
 
154
   return store->mat_count;
155
}
156
 
157
/* Tables for all the shading functions.
158
 */
159
static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
160
static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
161
static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
163
 
164
#define TAG(x)           x
165
#define IDX              (0)
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#include "t_vb_lighttmp.h"
167
 
168
#define TAG(x)           x##_twoside
169
#define IDX              (LIGHT_TWOSIDE)
170
#include "t_vb_lighttmp.h"
171
 
172
#define TAG(x)           x##_material
173
#define IDX              (LIGHT_MATERIAL)
174
#include "t_vb_lighttmp.h"
175
 
176
#define TAG(x)           x##_twoside_material
177
#define IDX              (LIGHT_TWOSIDE|LIGHT_MATERIAL)
178
#include "t_vb_lighttmp.h"
179
 
180
 
181
static void init_lighting_tables( void )
182
{
183
   static int done;
184
 
185
   if (!done) {
186
      init_light_tab();
187
      init_light_tab_twoside();
188
      init_light_tab_material();
189
      init_light_tab_twoside_material();
190
      done = 1;
191
   }
192
}
193
 
194
 
195
static GLboolean run_lighting( struct gl_context *ctx,
196
			       struct tnl_pipeline_stage *stage )
197
{
198
   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
199
   TNLcontext *tnl = TNL_CONTEXT(ctx);
200
   struct vertex_buffer *VB = &tnl->vb;
201
   GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
202
   GLuint idx;
203
 
204
   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
205
      return GL_TRUE;
206
 
207
   /* Make sure we can talk about position x,y and z:
208
    */
209
   if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
210
 
211
      _math_trans_4f( store->Input.data,
212
		      VB->AttribPtr[_TNL_ATTRIB_POS]->data,
213
		      VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
214
		      GL_FLOAT,
215
		      VB->AttribPtr[_TNL_ATTRIB_POS]->size,
216
		      0,
217
		      VB->Count );
218
 
219
      if (input->size <= 2) {
220
	 /* Clean z.
221
	  */
222
	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
223
      }
224
 
225
      if (input->size <= 1) {
226
	 /* Clean y.
227
	  */
228
	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
229
      }
230
 
231
      input = &store->Input;
232
   }
233
 
234
   idx = 0;
235
 
236
   if (prepare_materials( ctx, VB, store ))
237
      idx |= LIGHT_MATERIAL;
238
 
239
   if (ctx->Light.Model.TwoSide)
240
      idx |= LIGHT_TWOSIDE;
241
 
242
   /* The individual functions know about replaying side-effects
243
    * vs. full re-execution.
244
    */
245
   store->light_func_tab[idx]( ctx, VB, stage, input );
246
 
247
   return GL_TRUE;
248
}
249
 
250
 
251
/* Called in place of do_lighting when the light table may have changed.
252
 */
253
static void validate_lighting( struct gl_context *ctx,
254
					struct tnl_pipeline_stage *stage )
255
{
256
   light_func *tab;
257
 
258
   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
259
      return;
260
 
261
   if (ctx->Light._NeedVertices) {
262
      if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
263
	 tab = _tnl_light_spec_tab;
264
      else
265
	 tab = _tnl_light_tab;
266
   }
267
   else {
268
      if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
269
	 tab = _tnl_light_fast_single_tab;
270
      else
271
	 tab = _tnl_light_fast_tab;
272
   }
273
 
274
 
275
   LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
276
 
277
   /* This and the above should only be done on _NEW_LIGHT:
278
    */
279
   TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
280
}
281
 
282
 
283
 
284
/* Called the first time stage->run is called.  In effect, don't
285
 * allocate data until the first time the stage is run.
286
 */
287
static GLboolean init_lighting( struct gl_context *ctx,
288
				struct tnl_pipeline_stage *stage )
289
{
290
   TNLcontext *tnl = TNL_CONTEXT(ctx);
291
   struct light_stage_data *store;
292
   GLuint size = tnl->vb.Size;
293
 
294
   stage->privatePtr = MALLOC(sizeof(*store));
295
   store = LIGHT_STAGE_DATA(stage);
296
   if (!store)
297
      return GL_FALSE;
298
 
299
   /* Do onetime init.
300
    */
301
   init_lighting_tables();
302
 
303
   _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
304
   _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
305
   _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
306
   _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
307
   _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
308
 
309
   store->LitColor[0].size = 4;
310
   store->LitColor[1].size = 4;
311
   store->LitSecondary[0].size = 3;
312
   store->LitSecondary[1].size = 3;
313
 
314
   return GL_TRUE;
315
}
316
 
317
 
318
 
319
 
320
static void dtr( struct tnl_pipeline_stage *stage )
321
{
322
   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
323
 
324
   if (store) {
325
      _mesa_vector4f_free( &store->Input );
326
      _mesa_vector4f_free( &store->LitColor[0] );
327
      _mesa_vector4f_free( &store->LitColor[1] );
328
      _mesa_vector4f_free( &store->LitSecondary[0] );
329
      _mesa_vector4f_free( &store->LitSecondary[1] );
330
      FREE( store );
331
      stage->privatePtr = NULL;
332
   }
333
}
334
 
335
const struct tnl_pipeline_stage _tnl_lighting_stage =
336
{
337
   "lighting",			/* name */
338
   NULL,			/* private_data */
339
   init_lighting,
340
   dtr,				/* destroy */
341
   validate_lighting,
342
   run_lighting
343
};