0,0 → 1,1210 |
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
* Copyright (C) 2009 VMware, Inc. 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 "glheader.h" |
#include "imports.h" |
#include "context.h" |
#include "enums.h" |
#include "light.h" |
#include "macros.h" |
#include "util/simple_list.h" |
#include "mtypes.h" |
#include "math/m_matrix.h" |
|
|
void GLAPIENTRY |
_mesa_ShadeModel( GLenum mode ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
|
if (MESA_VERBOSE & VERBOSE_API) |
_mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode)); |
|
if (mode != GL_FLAT && mode != GL_SMOOTH) { |
_mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel"); |
return; |
} |
|
if (ctx->Light.ShadeModel == mode) |
return; |
|
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
ctx->Light.ShadeModel = mode; |
|
if (ctx->Driver.ShadeModel) |
ctx->Driver.ShadeModel( ctx, mode ); |
} |
|
|
/** |
* Set the provoking vertex (the vertex which specifies the prim's |
* color when flat shading) to either the first or last vertex of the |
* triangle or line. |
*/ |
void GLAPIENTRY |
_mesa_ProvokingVertex(GLenum mode) |
{ |
GET_CURRENT_CONTEXT(ctx); |
|
if (MESA_VERBOSE&VERBOSE_API) |
_mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode); |
|
switch (mode) { |
case GL_FIRST_VERTEX_CONVENTION_EXT: |
case GL_LAST_VERTEX_CONVENTION_EXT: |
break; |
default: |
_mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode); |
return; |
} |
|
if (ctx->Light.ProvokingVertex == mode) |
return; |
|
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
ctx->Light.ProvokingVertex = mode; |
} |
|
|
/** |
* Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set |
* per-light state. |
* For GL_POSITION and GL_SPOT_DIRECTION the params position/direction |
* will have already been transformed by the modelview matrix! |
* Also, all error checking should have already been done. |
*/ |
void |
_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params) |
{ |
struct gl_light *light; |
|
assert(lnum < MAX_LIGHTS); |
light = &ctx->Light.Light[lnum]; |
|
switch (pname) { |
case GL_AMBIENT: |
if (TEST_EQ_4V(light->Ambient, params)) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
COPY_4V( light->Ambient, params ); |
break; |
case GL_DIFFUSE: |
if (TEST_EQ_4V(light->Diffuse, params)) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
COPY_4V( light->Diffuse, params ); |
break; |
case GL_SPECULAR: |
if (TEST_EQ_4V(light->Specular, params)) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
COPY_4V( light->Specular, params ); |
break; |
case GL_POSITION: |
/* NOTE: position has already been transformed by ModelView! */ |
if (TEST_EQ_4V(light->EyePosition, params)) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
COPY_4V(light->EyePosition, params); |
if (light->EyePosition[3] != 0.0F) |
light->_Flags |= LIGHT_POSITIONAL; |
else |
light->_Flags &= ~LIGHT_POSITIONAL; |
break; |
case GL_SPOT_DIRECTION: |
/* NOTE: Direction already transformed by inverse ModelView! */ |
if (TEST_EQ_3V(light->SpotDirection, params)) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
COPY_3V(light->SpotDirection, params); |
break; |
case GL_SPOT_EXPONENT: |
assert(params[0] >= 0.0); |
assert(params[0] <= ctx->Const.MaxSpotExponent); |
if (light->SpotExponent == params[0]) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
light->SpotExponent = params[0]; |
break; |
case GL_SPOT_CUTOFF: |
assert(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0)); |
if (light->SpotCutoff == params[0]) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
light->SpotCutoff = params[0]; |
light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * M_PI / 180.0)); |
if (light->_CosCutoff < 0) |
light->_CosCutoff = 0; |
if (light->SpotCutoff != 180.0F) |
light->_Flags |= LIGHT_SPOT; |
else |
light->_Flags &= ~LIGHT_SPOT; |
break; |
case GL_CONSTANT_ATTENUATION: |
assert(params[0] >= 0.0); |
if (light->ConstantAttenuation == params[0]) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
light->ConstantAttenuation = params[0]; |
break; |
case GL_LINEAR_ATTENUATION: |
assert(params[0] >= 0.0); |
if (light->LinearAttenuation == params[0]) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
light->LinearAttenuation = params[0]; |
break; |
case GL_QUADRATIC_ATTENUATION: |
assert(params[0] >= 0.0); |
if (light->QuadraticAttenuation == params[0]) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
light->QuadraticAttenuation = params[0]; |
break; |
default: |
_mesa_problem(ctx, "Unexpected pname in _mesa_light()"); |
return; |
} |
|
if (ctx->Driver.Lightfv) |
ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params ); |
} |
|
|
void GLAPIENTRY |
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param ) |
{ |
GLfloat fparam[4]; |
fparam[0] = param; |
fparam[1] = fparam[2] = fparam[3] = 0.0F; |
_mesa_Lightfv( light, pname, fparam ); |
} |
|
|
void GLAPIENTRY |
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
GLint i = (GLint) (light - GL_LIGHT0); |
GLfloat temp[4]; |
|
if (i < 0 || i >= (GLint) ctx->Const.MaxLights) { |
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light ); |
return; |
} |
|
/* do particular error checks, transformations */ |
switch (pname) { |
case GL_AMBIENT: |
case GL_DIFFUSE: |
case GL_SPECULAR: |
/* nothing */ |
break; |
case GL_POSITION: |
/* transform position by ModelView matrix */ |
TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params); |
params = temp; |
break; |
case GL_SPOT_DIRECTION: |
/* transform direction by inverse modelview */ |
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) { |
_math_matrix_analyse(ctx->ModelviewMatrixStack.Top); |
} |
TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m); |
params = temp; |
break; |
case GL_SPOT_EXPONENT: |
if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
return; |
} |
break; |
case GL_SPOT_CUTOFF: |
if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
return; |
} |
break; |
case GL_CONSTANT_ATTENUATION: |
if (params[0] < 0.0) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
return; |
} |
break; |
case GL_LINEAR_ATTENUATION: |
if (params[0] < 0.0) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
return; |
} |
break; |
case GL_QUADRATIC_ATTENUATION: |
if (params[0] < 0.0) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
return; |
} |
break; |
default: |
_mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname); |
return; |
} |
|
_mesa_light(ctx, i, pname, params); |
} |
|
|
void GLAPIENTRY |
_mesa_Lighti( GLenum light, GLenum pname, GLint param ) |
{ |
GLint iparam[4]; |
iparam[0] = param; |
iparam[1] = iparam[2] = iparam[3] = 0; |
_mesa_Lightiv( light, pname, iparam ); |
} |
|
|
void GLAPIENTRY |
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params ) |
{ |
GLfloat fparam[4]; |
|
switch (pname) { |
case GL_AMBIENT: |
case GL_DIFFUSE: |
case GL_SPECULAR: |
fparam[0] = INT_TO_FLOAT( params[0] ); |
fparam[1] = INT_TO_FLOAT( params[1] ); |
fparam[2] = INT_TO_FLOAT( params[2] ); |
fparam[3] = INT_TO_FLOAT( params[3] ); |
break; |
case GL_POSITION: |
fparam[0] = (GLfloat) params[0]; |
fparam[1] = (GLfloat) params[1]; |
fparam[2] = (GLfloat) params[2]; |
fparam[3] = (GLfloat) params[3]; |
break; |
case GL_SPOT_DIRECTION: |
fparam[0] = (GLfloat) params[0]; |
fparam[1] = (GLfloat) params[1]; |
fparam[2] = (GLfloat) params[2]; |
break; |
case GL_SPOT_EXPONENT: |
case GL_SPOT_CUTOFF: |
case GL_CONSTANT_ATTENUATION: |
case GL_LINEAR_ATTENUATION: |
case GL_QUADRATIC_ATTENUATION: |
fparam[0] = (GLfloat) params[0]; |
break; |
default: |
/* error will be caught later in gl_Lightfv */ |
; |
} |
|
_mesa_Lightfv( light, pname, fparam ); |
} |
|
|
|
void GLAPIENTRY |
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
GLint l = (GLint) (light - GL_LIGHT0); |
|
if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { |
_mesa_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].EyePosition ); |
break; |
case GL_SPOT_DIRECTION: |
COPY_3V( params, ctx->Light.Light[l].SpotDirection ); |
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: |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); |
break; |
} |
} |
|
|
void GLAPIENTRY |
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
GLint l = (GLint) (light - GL_LIGHT0); |
|
if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { |
_mesa_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].EyePosition[0]; |
params[1] = (GLint) ctx->Light.Light[l].EyePosition[1]; |
params[2] = (GLint) ctx->Light.Light[l].EyePosition[2]; |
params[3] = (GLint) ctx->Light.Light[l].EyePosition[3]; |
break; |
case GL_SPOT_DIRECTION: |
params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0]; |
params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1]; |
params[2] = (GLint) ctx->Light.Light[l].SpotDirection[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: |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); |
break; |
} |
} |
|
|
|
/**********************************************************************/ |
/*** Light Model ***/ |
/**********************************************************************/ |
|
|
void GLAPIENTRY |
_mesa_LightModelfv( GLenum pname, const GLfloat *params ) |
{ |
GLenum newenum; |
GLboolean newbool; |
GET_CURRENT_CONTEXT(ctx); |
|
switch (pname) { |
case GL_LIGHT_MODEL_AMBIENT: |
if (TEST_EQ_4V( ctx->Light.Model.Ambient, params )) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
COPY_4V( ctx->Light.Model.Ambient, params ); |
break; |
case GL_LIGHT_MODEL_LOCAL_VIEWER: |
if (ctx->API != API_OPENGL_COMPAT) |
goto invalid_pname; |
newbool = (params[0]!=0.0); |
if (ctx->Light.Model.LocalViewer == newbool) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
ctx->Light.Model.LocalViewer = newbool; |
break; |
case GL_LIGHT_MODEL_TWO_SIDE: |
newbool = (params[0]!=0.0); |
if (ctx->Light.Model.TwoSide == newbool) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
ctx->Light.Model.TwoSide = newbool; |
break; |
case GL_LIGHT_MODEL_COLOR_CONTROL: |
if (ctx->API != API_OPENGL_COMPAT) |
goto invalid_pname; |
if (params[0] == (GLfloat) GL_SINGLE_COLOR) |
newenum = GL_SINGLE_COLOR; |
else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) |
newenum = GL_SEPARATE_SPECULAR_COLOR; |
else { |
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)", |
(GLint) params[0] ); |
return; |
} |
if (ctx->Light.Model.ColorControl == newenum) |
return; |
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
ctx->Light.Model.ColorControl = newenum; |
break; |
default: |
goto invalid_pname; |
} |
|
if (ctx->Driver.LightModelfv) |
ctx->Driver.LightModelfv( ctx, pname, params ); |
|
return; |
|
invalid_pname: |
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname ); |
return; |
} |
|
|
void GLAPIENTRY |
_mesa_LightModeliv( GLenum pname, const GLint *params ) |
{ |
GLfloat fparam[4]; |
|
switch (pname) { |
case GL_LIGHT_MODEL_AMBIENT: |
fparam[0] = INT_TO_FLOAT( params[0] ); |
fparam[1] = INT_TO_FLOAT( params[1] ); |
fparam[2] = INT_TO_FLOAT( params[2] ); |
fparam[3] = INT_TO_FLOAT( params[3] ); |
break; |
case GL_LIGHT_MODEL_LOCAL_VIEWER: |
case GL_LIGHT_MODEL_TWO_SIDE: |
case GL_LIGHT_MODEL_COLOR_CONTROL: |
fparam[0] = (GLfloat) params[0]; |
break; |
default: |
/* Error will be caught later in gl_LightModelfv */ |
ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F); |
} |
_mesa_LightModelfv( pname, fparam ); |
} |
|
|
void GLAPIENTRY |
_mesa_LightModeli( GLenum pname, GLint param ) |
{ |
GLint iparam[4]; |
iparam[0] = param; |
iparam[1] = iparam[2] = iparam[3] = 0; |
_mesa_LightModeliv( pname, iparam ); |
} |
|
|
void GLAPIENTRY |
_mesa_LightModelf( GLenum pname, GLfloat param ) |
{ |
GLfloat fparam[4]; |
fparam[0] = param; |
fparam[1] = fparam[2] = fparam[3] = 0.0F; |
_mesa_LightModelfv( pname, fparam ); |
} |
|
|
|
/********** MATERIAL **********/ |
|
|
/* |
* Given a face and pname value (ala glColorMaterial), compute a bitmask |
* of the targeted material values. |
*/ |
GLuint |
_mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname, |
GLuint legal, const char *where ) |
{ |
GLuint bitmask = 0; |
|
/* Make a bitmask indicating what material attribute(s) we're updating */ |
switch (pname) { |
case GL_EMISSION: |
bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION; |
break; |
case GL_AMBIENT: |
bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; |
break; |
case GL_DIFFUSE: |
bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; |
break; |
case GL_SPECULAR: |
bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR; |
break; |
case GL_SHININESS: |
bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS; |
break; |
case GL_AMBIENT_AND_DIFFUSE: |
bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; |
bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; |
break; |
case GL_COLOR_INDEXES: |
bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES; |
break; |
default: |
_mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); |
return 0; |
} |
|
if (face==GL_FRONT) { |
bitmask &= FRONT_MATERIAL_BITS; |
} |
else if (face==GL_BACK) { |
bitmask &= BACK_MATERIAL_BITS; |
} |
else if (face != GL_FRONT_AND_BACK) { |
_mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); |
return 0; |
} |
|
if (bitmask & ~legal) { |
_mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); |
return 0; |
} |
|
return bitmask; |
} |
|
|
|
/* Update derived values following a change in ctx->Light.Material |
*/ |
void |
_mesa_update_material( struct gl_context *ctx, GLuint bitmask ) |
{ |
struct gl_light *light, *list = &ctx->Light.EnabledList; |
GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
|
if (MESA_VERBOSE & VERBOSE_MATERIAL) |
_mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask); |
|
if (!bitmask) |
return; |
|
/* update material ambience */ |
if (bitmask & MAT_BIT_FRONT_AMBIENT) { |
foreach (light, list) { |
SCALE_3V( light->_MatAmbient[0], light->Ambient, |
mat[MAT_ATTRIB_FRONT_AMBIENT]); |
} |
} |
|
if (bitmask & MAT_BIT_BACK_AMBIENT) { |
foreach (light, list) { |
SCALE_3V( light->_MatAmbient[1], light->Ambient, |
mat[MAT_ATTRIB_BACK_AMBIENT]); |
} |
} |
|
/* update BaseColor = emission + scene's ambience * material's ambience */ |
if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) { |
COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] ); |
ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT], |
ctx->Light.Model.Ambient ); |
} |
|
if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) { |
COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] ); |
ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT], |
ctx->Light.Model.Ambient ); |
} |
|
/* update material diffuse values */ |
if (bitmask & MAT_BIT_FRONT_DIFFUSE) { |
foreach (light, list) { |
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, |
mat[MAT_ATTRIB_FRONT_DIFFUSE] ); |
} |
} |
|
if (bitmask & MAT_BIT_BACK_DIFFUSE) { |
foreach (light, list) { |
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, |
mat[MAT_ATTRIB_BACK_DIFFUSE] ); |
} |
} |
|
/* update material specular values */ |
if (bitmask & MAT_BIT_FRONT_SPECULAR) { |
foreach (light, list) { |
SCALE_3V( light->_MatSpecular[0], light->Specular, |
mat[MAT_ATTRIB_FRONT_SPECULAR]); |
} |
} |
|
if (bitmask & MAT_BIT_BACK_SPECULAR) { |
foreach (light, list) { |
SCALE_3V( light->_MatSpecular[1], light->Specular, |
mat[MAT_ATTRIB_BACK_SPECULAR]); |
} |
} |
} |
|
|
/* |
* Update the current materials from the given rgba color |
* according to the bitmask in _ColorMaterialBitmask, which is |
* set by glColorMaterial(). |
*/ |
void |
_mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] ) |
{ |
const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; |
struct gl_material *mat = &ctx->Light.Material; |
int i; |
|
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) |
if (bitmask & (1<<i)) |
COPY_4FV( mat->Attrib[i], color ); |
|
_mesa_update_material( ctx, bitmask ); |
} |
|
|
void GLAPIENTRY |
_mesa_ColorMaterial( GLenum face, GLenum mode ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
GLuint bitmask; |
GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION | |
MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR | |
MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE | |
MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT); |
|
if (MESA_VERBOSE&VERBOSE_API) |
_mesa_debug(ctx, "glColorMaterial %s %s\n", |
_mesa_lookup_enum_by_nr(face), |
_mesa_lookup_enum_by_nr(mode)); |
|
bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial"); |
if (bitmask == 0) |
return; /* error was recorded */ |
|
if (ctx->Light._ColorMaterialBitmask == bitmask && |
ctx->Light.ColorMaterialFace == face && |
ctx->Light.ColorMaterialMode == mode) |
return; |
|
FLUSH_VERTICES(ctx, _NEW_LIGHT); |
ctx->Light._ColorMaterialBitmask = bitmask; |
ctx->Light.ColorMaterialFace = face; |
ctx->Light.ColorMaterialMode = mode; |
|
if (ctx->Light.ColorMaterialEnabled) { |
FLUSH_CURRENT( ctx, 0 ); |
_mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); |
} |
|
if (ctx->Driver.ColorMaterial) |
ctx->Driver.ColorMaterial( ctx, face, mode ); |
} |
|
|
void GLAPIENTRY |
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
GLuint f; |
GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
FLUSH_VERTICES(ctx, 0); /* update materials */ |
|
FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ |
|
if (face==GL_FRONT) { |
f = 0; |
} |
else if (face==GL_BACK) { |
f = 1; |
} |
else { |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); |
return; |
} |
|
switch (pname) { |
case GL_AMBIENT: |
COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] ); |
break; |
case GL_DIFFUSE: |
COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] ); |
break; |
case GL_SPECULAR: |
COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] ); |
break; |
case GL_EMISSION: |
COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] ); |
break; |
case GL_SHININESS: |
*params = mat[MAT_ATTRIB_SHININESS(f)][0]; |
break; |
case GL_COLOR_INDEXES: |
if (ctx->API != API_OPENGL_COMPAT) { |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
return; |
} |
params[0] = mat[MAT_ATTRIB_INDEXES(f)][0]; |
params[1] = mat[MAT_ATTRIB_INDEXES(f)][1]; |
params[2] = mat[MAT_ATTRIB_INDEXES(f)][2]; |
break; |
default: |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
} |
} |
|
|
void GLAPIENTRY |
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) |
{ |
GET_CURRENT_CONTEXT(ctx); |
GLuint f; |
GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
|
assert(ctx->API == API_OPENGL_COMPAT); |
|
FLUSH_VERTICES(ctx, 0); /* update materials */ |
FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ |
|
if (face==GL_FRONT) { |
f = 0; |
} |
else if (face==GL_BACK) { |
f = 1; |
} |
else { |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); |
return; |
} |
switch (pname) { |
case GL_AMBIENT: |
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] ); |
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] ); |
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] ); |
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] ); |
break; |
case GL_DIFFUSE: |
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] ); |
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] ); |
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] ); |
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] ); |
break; |
case GL_SPECULAR: |
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] ); |
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] ); |
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] ); |
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] ); |
break; |
case GL_EMISSION: |
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] ); |
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] ); |
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] ); |
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] ); |
break; |
case GL_SHININESS: |
*params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] ); |
break; |
case GL_COLOR_INDEXES: |
params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] ); |
params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] ); |
params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] ); |
break; |
default: |
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
} |
} |
|
|
|
/** |
* 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 |
_mesa_update_lighting( struct gl_context *ctx ) |
{ |
GLbitfield flags = 0; |
struct gl_light *light; |
ctx->Light._NeedEyeCoords = GL_FALSE; |
|
if (!ctx->Light.Enabled) |
return; |
|
foreach(light, &ctx->Light.EnabledList) { |
flags |= light->_Flags; |
} |
|
ctx->Light._NeedVertices = |
((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || |
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR || |
ctx->Light.Model.LocalViewer); |
|
ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) || |
ctx->Light.Model.LocalViewer); |
|
/* XXX: This test is overkill & needs to be fixed both for software and |
* hardware t&l drivers. The above should be sufficient & should |
* be tested to verify this. |
*/ |
if (ctx->Light._NeedVertices) |
ctx->Light._NeedEyeCoords = GL_TRUE; |
|
/* Precompute some shading values. Although we reference |
* Light.Material here, we can get away without flushing |
* FLUSH_UPDATE_CURRENT, as when any outstanding material changes |
* are flushed, they will update the derived state at that time. |
*/ |
if (ctx->Light.Model.TwoSide) |
_mesa_update_material(ctx, |
MAT_BIT_FRONT_EMISSION | |
MAT_BIT_FRONT_AMBIENT | |
MAT_BIT_FRONT_DIFFUSE | |
MAT_BIT_FRONT_SPECULAR | |
MAT_BIT_BACK_EMISSION | |
MAT_BIT_BACK_AMBIENT | |
MAT_BIT_BACK_DIFFUSE | |
MAT_BIT_BACK_SPECULAR); |
else |
_mesa_update_material(ctx, |
MAT_BIT_FRONT_EMISSION | |
MAT_BIT_FRONT_AMBIENT | |
MAT_BIT_FRONT_DIFFUSE | |
MAT_BIT_FRONT_SPECULAR); |
} |
|
|
/** |
* Update state derived from light position, spot direction. |
* Called upon: |
* _NEW_MODELVIEW |
* _NEW_LIGHT |
* _TNL_NEW_NEED_EYE_COORDS |
* |
* Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled. |
* Also update on lighting space changes. |
*/ |
static void |
compute_light_positions( struct gl_context *ctx ) |
{ |
struct gl_light *light; |
static const GLfloat eye_z[3] = { 0, 0, 1 }; |
|
if (!ctx->Light.Enabled) |
return; |
|
if (ctx->_NeedEyeCoords) { |
COPY_3V( ctx->_EyeZDir, eye_z ); |
} |
else { |
TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m ); |
} |
|
foreach (light, &ctx->Light.EnabledList) { |
|
if (ctx->_NeedEyeCoords) { |
/* _Position is in eye coordinate space */ |
COPY_4FV( light->_Position, light->EyePosition ); |
} |
else { |
/* _Position is in object coordinate space */ |
TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv, |
light->EyePosition ); |
} |
|
if (!(light->_Flags & LIGHT_POSITIONAL)) { |
/* VP (VP) = Normalize( Position ) */ |
COPY_3V( light->_VP_inf_norm, light->_Position ); |
NORMALIZE_3FV( light->_VP_inf_norm ); |
|
if (!ctx->Light.Model.LocalViewer) { |
/* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ |
ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir); |
NORMALIZE_3FV( light->_h_inf_norm ); |
} |
light->_VP_inf_spot_attenuation = 1.0; |
} |
else { |
/* positional light w/ homogeneous coordinate, divide by W */ |
GLfloat wInv = (GLfloat)1.0 / light->_Position[3]; |
light->_Position[0] *= wInv; |
light->_Position[1] *= wInv; |
light->_Position[2] *= wInv; |
} |
|
if (light->_Flags & LIGHT_SPOT) { |
/* Note: we normalize the spot direction now */ |
|
if (ctx->_NeedEyeCoords) { |
COPY_3V( light->_NormSpotDirection, light->SpotDirection ); |
NORMALIZE_3FV( light->_NormSpotDirection ); |
} |
else { |
GLfloat spotDir[3]; |
COPY_3V(spotDir, light->SpotDirection); |
NORMALIZE_3FV(spotDir); |
TRANSFORM_NORMAL( light->_NormSpotDirection, |
spotDir, |
ctx->ModelviewMatrixStack.Top->m); |
} |
|
NORMALIZE_3FV( light->_NormSpotDirection ); |
|
if (!(light->_Flags & LIGHT_POSITIONAL)) { |
GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm, |
light->_NormSpotDirection); |
|
if (PV_dot_dir > light->_CosCutoff) { |
light->_VP_inf_spot_attenuation = |
powf(PV_dot_dir, light->SpotExponent); |
} |
else { |
light->_VP_inf_spot_attenuation = 0; |
} |
} |
} |
} |
} |
|
|
|
static void |
update_modelview_scale( struct gl_context *ctx ) |
{ |
ctx->_ModelViewInvScale = 1.0F; |
if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) { |
const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv; |
GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10]; |
if (f < 1e-12) f = 1.0; |
if (ctx->_NeedEyeCoords) |
ctx->_ModelViewInvScale = 1.0f / sqrtf(f); |
else |
ctx->_ModelViewInvScale = sqrtf(f); |
} |
} |
|
|
/** |
* Bring up to date any state that relies on _NeedEyeCoords. |
*/ |
void |
_mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state ) |
{ |
const GLuint oldneedeyecoords = ctx->_NeedEyeCoords; |
|
(void) new_state; |
ctx->_NeedEyeCoords = GL_FALSE; |
|
if (ctx->_ForceEyeCoords || |
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) || |
ctx->Point._Attenuated || |
ctx->Light._NeedEyeCoords) |
ctx->_NeedEyeCoords = GL_TRUE; |
|
if (ctx->Light.Enabled && |
!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) |
ctx->_NeedEyeCoords = GL_TRUE; |
|
/* Check if the truth-value interpretations of the bitfields have |
* changed: |
*/ |
if (oldneedeyecoords != ctx->_NeedEyeCoords) { |
/* Recalculate all state that depends on _NeedEyeCoords. |
*/ |
update_modelview_scale(ctx); |
compute_light_positions( ctx ); |
|
if (ctx->Driver.LightingSpaceChange) |
ctx->Driver.LightingSpaceChange( ctx ); |
} |
else { |
GLuint new_state2 = ctx->NewState; |
|
/* Recalculate that same state only if it has been invalidated |
* by other statechanges. |
*/ |
if (new_state2 & _NEW_MODELVIEW) |
update_modelview_scale(ctx); |
|
if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW)) |
compute_light_positions( ctx ); |
} |
} |
|
|
/** |
* Drivers may need this if the hardware tnl unit doesn't support the |
* light-in-modelspace optimization. It's also useful for debugging. |
*/ |
void |
_mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag ) |
{ |
ctx->_ForceEyeCoords = !flag; |
ctx->NewState |= _NEW_POINT; /* one of the bits from |
* _MESA_NEW_NEED_EYE_COORDS. |
*/ |
} |
|
|
|
/**********************************************************************/ |
/***** Initialization *****/ |
/**********************************************************************/ |
|
/** |
* Initialize the n-th light data structure. |
* |
* \param l pointer to the gl_light structure to be initialized. |
* \param n number of the light. |
* \note The defaults for light 0 are different than the other lights. |
*/ |
static void |
init_light( struct gl_light *l, GLuint n ) |
{ |
make_empty_list( l ); |
|
ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 ); |
if (n==0) { |
ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 ); |
ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 ); |
} |
else { |
ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 ); |
ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 ); |
} |
ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 ); |
ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 ); |
l->SpotExponent = 0.0; |
l->SpotCutoff = 180.0; |
l->_CosCutoff = 0.0; /* KW: -ve values not admitted */ |
l->ConstantAttenuation = 1.0; |
l->LinearAttenuation = 0.0; |
l->QuadraticAttenuation = 0.0; |
l->Enabled = GL_FALSE; |
} |
|
|
/** |
* Initialize the light model data structure. |
* |
* \param lm pointer to the gl_lightmodel structure to be initialized. |
*/ |
static void |
init_lightmodel( struct gl_lightmodel *lm ) |
{ |
ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F ); |
lm->LocalViewer = GL_FALSE; |
lm->TwoSide = GL_FALSE; |
lm->ColorControl = GL_SINGLE_COLOR; |
} |
|
|
/** |
* Initialize the material data structure. |
* |
* \param m pointer to the gl_material structure to be initialized. |
*/ |
static void |
init_material( struct gl_material *m ) |
{ |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); |
|
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); |
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); |
} |
|
|
/** |
* Initialize all lighting state for the given context. |
*/ |
void |
_mesa_init_lighting( struct gl_context *ctx ) |
{ |
GLuint i; |
|
/* Lighting group */ |
for (i = 0; i < MAX_LIGHTS; i++) { |
init_light( &ctx->Light.Light[i], i ); |
} |
make_empty_list( &ctx->Light.EnabledList ); |
|
init_lightmodel( &ctx->Light.Model ); |
init_material( &ctx->Light.Material ); |
ctx->Light.ShadeModel = GL_SMOOTH; |
ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT; |
ctx->Light.Enabled = GL_FALSE; |
ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; |
ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE; |
ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx, |
GL_FRONT_AND_BACK, |
GL_AMBIENT_AND_DIFFUSE, ~0, |
NULL ); |
|
ctx->Light.ColorMaterialEnabled = GL_FALSE; |
ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT; |
ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT; |
|
/* Miscellaneous */ |
ctx->Light._NeedEyeCoords = GL_FALSE; |
ctx->_NeedEyeCoords = GL_FALSE; |
ctx->_ForceEyeCoords = GL_FALSE; |
ctx->_ModelViewInvScale = 1.0; |
} |