Subversion Repositories Kolibri OS

Rev

Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
5563 serge 1
/*
2
 * Copyright (C) 2009-2010 Francisco Jerez.
3
 * All Rights Reserved.
4
 *
5
 * Permission is hereby granted, free of charge, to any person obtaining
6
 * a copy of this software and associated documentation files (the
7
 * "Software"), to deal in the Software without restriction, including
8
 * without limitation the rights to use, copy, modify, merge, publish,
9
 * distribute, sublicense, and/or sell copies of the Software, and to
10
 * permit persons to whom the Software is furnished to do so, subject to
11
 * the following conditions:
12
 *
13
 * The above copyright notice and this permission notice (including the
14
 * next paragraph) shall be included in all copies or substantial
15
 * portions of the Software.
16
 *
17
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20
 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21
 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22
 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23
 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24
 *
25
 */
26
 
27
#include "nouveau_driver.h"
28
#include "nouveau_context.h"
29
#include "nouveau_gldefs.h"
30
#include "nouveau_util.h"
31
#include "nv20_3d.xml.h"
32
#include "nv10_driver.h"
33
#include "nv20_driver.h"
34
 
35
#define LIGHT_MODEL_AMBIENT_R(side)			\
36
	((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R :	\
37
	 NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R)
38
#define LIGHT_AMBIENT_R(side, i)			\
39
	((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) :	\
40
	 NV20_3D_LIGHT_FRONT_AMBIENT_R(i))
41
#define LIGHT_DIFFUSE_R(side, i)			\
42
	((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) :	\
43
	 NV20_3D_LIGHT_FRONT_DIFFUSE_R(i))
44
#define LIGHT_SPECULAR_R(side, i)			\
45
	((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) :	\
46
	 NV20_3D_LIGHT_FRONT_SPECULAR_R(i))
47
#define MATERIAL_FACTOR_R(side)				\
48
	((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R :	\
49
	 NV20_3D_MATERIAL_FACTOR_FRONT_R)
50
#define MATERIAL_FACTOR_A(side)				\
51
	((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A :	\
52
	 NV20_3D_MATERIAL_FACTOR_FRONT_A)
53
#define MATERIAL_SHININESS(side)			\
54
	((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) :	\
55
	 NV20_3D_FRONT_MATERIAL_SHININESS(0))
56
 
57
void
58
nv20_emit_clip_plane(struct gl_context *ctx, int emit)
59
{
60
}
61
 
62
static inline unsigned
63
get_material_bitmask(unsigned m)
64
{
65
	unsigned ret = 0;
66
 
67
	if (m & MAT_BIT_FRONT_EMISSION)
68
		ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1;
69
	if (m & MAT_BIT_FRONT_AMBIENT)
70
		ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1;
71
	if (m & MAT_BIT_FRONT_DIFFUSE)
72
		ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1;
73
	if (m & MAT_BIT_FRONT_SPECULAR)
74
		ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1;
75
 
76
	if (m & MAT_BIT_BACK_EMISSION)
77
		ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1;
78
	if (m & MAT_BIT_BACK_AMBIENT)
79
		ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1;
80
	if (m & MAT_BIT_BACK_DIFFUSE)
81
		ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1;
82
	if (m & MAT_BIT_BACK_SPECULAR)
83
		ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1;
84
 
85
	return ret;
86
}
87
 
88
void
89
nv20_emit_color_material(struct gl_context *ctx, int emit)
90
{
91
	struct nouveau_pushbuf *push = context_push(ctx);
92
	unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
93
 
94
	BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1);
95
	PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
96
}
97
 
98
static unsigned
99
get_fog_mode_signed(unsigned mode)
100
{
101
	switch (mode) {
102
	case GL_LINEAR:
103
		return NV20_3D_FOG_MODE_LINEAR_SIGNED;
104
	case GL_EXP:
105
		return NV20_3D_FOG_MODE_EXP_SIGNED;
106
	case GL_EXP2:
107
		return NV20_3D_FOG_MODE_EXP2_SIGNED;
108
	default:
109
		assert(0);
110
	}
111
}
112
 
113
static unsigned
114
get_fog_mode_unsigned(unsigned mode)
115
{
116
	switch (mode) {
117
	case GL_LINEAR:
118
		return NV20_3D_FOG_MODE_LINEAR_UNSIGNED;
119
	case GL_EXP:
120
		return NV20_3D_FOG_MODE_EXP_UNSIGNED;
121
	case GL_EXP2:
122
		return NV20_3D_FOG_MODE_EXP2_UNSIGNED;
123
	default:
124
		assert(0);
125
	}
126
}
127
 
128
static unsigned
129
get_fog_source(unsigned source, unsigned distance_mode)
130
{
131
	switch (source) {
132
	case GL_FOG_COORDINATE_EXT:
133
		return NV20_3D_FOG_COORD_FOG;
134
	case GL_FRAGMENT_DEPTH_EXT:
135
		switch (distance_mode) {
136
		case GL_EYE_PLANE_ABSOLUTE_NV:
137
			return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
138
		case GL_EYE_PLANE:
139
			return NV20_3D_FOG_COORD_DIST_ORTHOGONAL;
140
		case GL_EYE_RADIAL_NV:
141
			return NV20_3D_FOG_COORD_DIST_RADIAL;
142
		default:
143
			assert(0);
144
		}
145
	default:
146
		assert(0);
147
	}
148
}
149
 
150
void
151
nv20_emit_fog(struct gl_context *ctx, int emit)
152
{
153
	struct nouveau_context *nctx = to_nouveau_context(ctx);
154
	struct nouveau_pushbuf *push = context_push(ctx);
155
	struct gl_fog_attrib *f = &ctx->Fog;
156
	unsigned source = nctx->fallback == HWTNL ?
157
		f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
158
	float k[3];
159
 
160
	nv10_get_fog_coeff(ctx, k);
161
 
162
	BEGIN_NV04(push, NV20_3D(FOG_MODE), 4);
163
	PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT &&
164
			 f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ?
165
			get_fog_mode_unsigned(f->Mode) :
166
			get_fog_mode_signed(f->Mode)));
167
	PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
168
	PUSH_DATAb(push, f->Enabled);
169
	PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
170
 
171
	BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3);
172
	PUSH_DATAp(push, k, 3);
173
}
174
 
175
void
176
nv20_emit_light_model(struct gl_context *ctx, int emit)
177
{
178
	struct nouveau_pushbuf *push = context_push(ctx);
179
	struct gl_lightmodel *m = &ctx->Light.Model;
180
 
181
	BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1);
182
	PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
183
 
184
	BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1);
185
	PUSH_DATA (push, ((m->LocalViewer ?
186
			 NV20_3D_LIGHT_MODEL_VIEWER_LOCAL :
187
			 NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) |
188
			(_mesa_need_secondary_color(ctx) ?
189
			 NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR :
190
			 0)));
191
 
192
	BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1);
193
	PUSH_DATAb(push, ctx->Light.Model.TwoSide);
194
}
195
 
196
void
197
nv20_emit_light_source(struct gl_context *ctx, int emit)
198
{
199
	const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
200
	struct nouveau_pushbuf *push = context_push(ctx);
201
	struct gl_light *l = &ctx->Light.Light[i];
202
 
203
	if (l->_Flags & LIGHT_POSITIONAL) {
204
		BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3);
205
		PUSH_DATAp(push, l->_Position, 3);
206
 
207
		BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
208
		PUSH_DATAf(push, l->ConstantAttenuation);
209
		PUSH_DATAf(push, l->LinearAttenuation);
210
		PUSH_DATAf(push, l->QuadraticAttenuation);
211
 
212
	} else {
213
		BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3);
214
		PUSH_DATAp(push, l->_VP_inf_norm, 3);
215
 
216
		BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3);
217
		PUSH_DATAp(push, l->_h_inf_norm, 3);
218
	}
219
 
220
	if (l->_Flags & LIGHT_SPOT) {
221
		float k[7];
222
 
223
		nv10_get_spot_coeff(l, k);
224
 
225
		BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
226
		PUSH_DATAp(push, k, 7);
227
	}
228
}
229
 
230
#define USE_COLOR_MATERIAL(attr, side)					\
231
	(ctx->Light.ColorMaterialEnabled &&				\
232
	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
233
 
234
void
235
nv20_emit_material_ambient(struct gl_context *ctx, int emit)
236
{
237
	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
238
	struct nouveau_pushbuf *push = context_push(ctx);
239
	float (*mat)[4] = ctx->Light.Material.Attrib;
240
	float c_scene[3], c_factor[3];
241
	struct gl_light *l;
242
 
243
	if (USE_COLOR_MATERIAL(AMBIENT, side)) {
244
		COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
245
		COPY_3V(c_factor, ctx->Light.Model.Ambient);
246
 
247
	} else if (USE_COLOR_MATERIAL(EMISSION, side)) {
248
		SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)],
249
			 ctx->Light.Model.Ambient);
250
		ASSIGN_3V(c_factor, 1, 1, 1);
251
 
252
	} else {
253
		COPY_3V(c_scene, ctx->Light._BaseColor[side]);
254
		ZERO_3V(c_factor);
255
	}
256
 
257
	BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3);
258
	PUSH_DATAp(push, c_scene, 3);
259
 
260
	if (ctx->Light.ColorMaterialEnabled) {
261
		BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3);
262
		PUSH_DATAp(push, c_factor, 3);
263
	}
264
 
265
	foreach(l, &ctx->Light.EnabledList) {
266
		const int i = l - ctx->Light.Light;
267
		float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
268
				  l->Ambient :
269
				  l->_MatAmbient[side]);
270
 
271
		BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3);
272
		PUSH_DATAp(push, c_light, 3);
273
	}
274
}
275
 
276
void
277
nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
278
{
279
	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
280
	struct nouveau_pushbuf *push = context_push(ctx);
281
	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
282
	struct gl_light *l;
283
 
284
	BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
285
	PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
286
 
287
	foreach(l, &ctx->Light.EnabledList) {
288
		const int i = l - ctx->Light.Light;
289
		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
290
				  l->Diffuse :
291
				  l->_MatDiffuse[side]);
292
 
293
		BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3);
294
		PUSH_DATAp(push, c_light, 3);
295
	}
296
}
297
 
298
void
299
nv20_emit_material_specular(struct gl_context *ctx, int emit)
300
{
301
	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
302
	struct nouveau_pushbuf *push = context_push(ctx);
303
	struct gl_light *l;
304
 
305
	foreach(l, &ctx->Light.EnabledList) {
306
		const int i = l - ctx->Light.Light;
307
		float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
308
				  l->Specular :
309
				  l->_MatSpecular[side]);
310
 
311
		BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3);
312
		PUSH_DATAp(push, c_light, 3);
313
	}
314
}
315
 
316
void
317
nv20_emit_material_shininess(struct gl_context *ctx, int emit)
318
{
319
	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
320
	struct nouveau_pushbuf *push = context_push(ctx);
321
	float (*mat)[4] = ctx->Light.Material.Attrib;
322
	float k[6];
323
 
324
	nv10_get_shininess_coeff(
325
		CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
326
		k);
327
 
328
	BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6);
329
	PUSH_DATAp(push, k, 6);
330
}
331
 
332
void
333
nv20_emit_modelview(struct gl_context *ctx, int emit)
334
{
335
	struct nouveau_context *nctx = to_nouveau_context(ctx);
336
	struct nouveau_pushbuf *push = context_push(ctx);
337
	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
338
 
339
	if (nctx->fallback != HWTNL)
340
		return;
341
 
342
	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
343
	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
344
		BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16);
345
		PUSH_DATAm(push, m->m);
346
	}
347
 
348
	if (ctx->Light.Enabled ||
349
	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
350
		int i, j;
351
 
352
		BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
353
		for (i = 0; i < 3; i++)
354
			for (j = 0; j < 4; j++)
355
				PUSH_DATAf(push, m->inv[4*i + j]);
356
	}
357
}
358
 
359
void
360
nv20_emit_projection(struct gl_context *ctx, int emit)
361
{
362
	struct nouveau_context *nctx = to_nouveau_context(ctx);
363
	struct nouveau_pushbuf *push = context_push(ctx);
364
	GLmatrix m;
365
 
366
	_math_matrix_ctr(&m);
367
	get_viewport_scale(ctx, m.m);
368
 
369
	if (nctx->fallback == HWTNL)
370
		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
371
 
372
	BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16);
373
	PUSH_DATAm(push, m.m);
374
 
375
	_math_matrix_dtr(&m);
376
}