0,0 → 1,486 |
/* |
* Mesa 3-D graphics library |
* Version: 7.1 |
* |
* Copyright (C) 1999-2007 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 |
* BRIAN PAUL 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 "main/glheader.h" |
#include "main/colormac.h" |
#include "main/feedback.h" |
#include "main/light.h" |
#include "main/macros.h" |
#include "main/simple_list.h" |
#include "main/mtypes.h" |
|
#include "math/m_matrix.h" |
#include "tnl/tnl.h" |
|
|
|
/** |
* Clip a point against the view volume. |
* |
* \param v vertex vector describing the point to clip. |
* |
* \return zero if outside view volume, or one if inside. |
*/ |
static GLuint |
viewclip_point_xy( const GLfloat v[] ) |
{ |
if ( v[0] > v[3] || v[0] < -v[3] |
|| v[1] > v[3] || v[1] < -v[3] ) { |
return 0; |
} |
else { |
return 1; |
} |
} |
|
|
/** |
* Clip a point against the far/near Z clipping planes. |
* |
* \param v vertex vector describing the point to clip. |
* |
* \return zero if outside view volume, or one if inside. |
*/ |
static GLuint |
viewclip_point_z( const GLfloat v[] ) |
{ |
if (v[2] > v[3] || v[2] < -v[3] ) { |
return 0; |
} |
else { |
return 1; |
} |
} |
|
|
/** |
* Clip a point against the user clipping planes. |
* |
* \param ctx GL context. |
* \param v vertex vector describing the point to clip. |
* |
* \return zero if the point was clipped, or one otherwise. |
*/ |
static GLuint |
userclip_point( struct gl_context *ctx, const GLfloat v[] ) |
{ |
GLuint p; |
|
for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { |
if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { |
GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0] |
+ v[1] * ctx->Transform._ClipUserPlane[p][1] |
+ v[2] * ctx->Transform._ClipUserPlane[p][2] |
+ v[3] * ctx->Transform._ClipUserPlane[p][3]; |
if (dot < 0.0F) { |
return 0; |
} |
} |
} |
|
return 1; |
} |
|
|
/** |
* Compute lighting for the raster position. Both RGB and CI modes computed. |
* \param ctx the context |
* \param vertex vertex location |
* \param normal normal vector |
* \param Rcolor returned color |
* \param Rspec returned specular color (if separate specular enabled) |
* \param Rindex returned color index |
*/ |
static void |
shade_rastpos(struct gl_context *ctx, |
const GLfloat vertex[4], |
const GLfloat normal[3], |
GLfloat Rcolor[4], |
GLfloat Rspec[4]) |
{ |
/*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; |
const struct gl_light *light; |
GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ |
GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */ |
|
_mesa_validate_all_lighting_tables( ctx ); |
|
COPY_3V(diffuseColor, base[0]); |
diffuseColor[3] = CLAMP( |
ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); |
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0); |
|
foreach (light, &ctx->Light.EnabledList) { |
GLfloat attenuation = 1.0; |
GLfloat VP[3]; /* vector from vertex to light pos */ |
GLfloat n_dot_VP; |
GLfloat diffuseContrib[3], specularContrib[3]; |
|
if (!(light->_Flags & LIGHT_POSITIONAL)) { |
/* light at infinity */ |
COPY_3V(VP, light->_VP_inf_norm); |
attenuation = light->_VP_inf_spot_attenuation; |
} |
else { |
/* local/positional light */ |
GLfloat d; |
|
/* VP = vector from vertex pos to light[i].pos */ |
SUB_3V(VP, light->_Position, vertex); |
/* d = length(VP) */ |
d = (GLfloat) LEN_3FV( VP ); |
if (d > 1.0e-6) { |
/* normalize VP */ |
GLfloat invd = 1.0F / d; |
SELF_SCALE_SCALAR_3V(VP, invd); |
} |
|
/* atti */ |
attenuation = 1.0F / (light->ConstantAttenuation + d * |
(light->LinearAttenuation + d * |
light->QuadraticAttenuation)); |
|
if (light->_Flags & LIGHT_SPOT) { |
GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection); |
|
if (PV_dot_dir<light->_CosCutoff) { |
continue; |
} |
else { |
double x = PV_dot_dir * (EXP_TABLE_SIZE-1); |
int k = (int) x; |
GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] |
+ (x-k)*light->_SpotExpTable[k][1]); |
attenuation *= spot; |
} |
} |
} |
|
if (attenuation < 1e-3) |
continue; |
|
n_dot_VP = DOT3( normal, VP ); |
|
if (n_dot_VP < 0.0F) { |
ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]); |
continue; |
} |
|
/* Ambient + diffuse */ |
COPY_3V(diffuseContrib, light->_MatAmbient[0]); |
ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); |
diffuseCI += n_dot_VP * light->_dli * attenuation; |
|
/* Specular */ |
{ |
const GLfloat *h; |
GLfloat n_dot_h; |
|
ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); |
|
if (ctx->Light.Model.LocalViewer) { |
GLfloat v[3]; |
COPY_3V(v, vertex); |
NORMALIZE_3FV(v); |
SUB_3V(VP, VP, v); |
NORMALIZE_3FV(VP); |
h = VP; |
} |
else if (light->_Flags & LIGHT_POSITIONAL) { |
ACC_3V(VP, ctx->_EyeZDir); |
NORMALIZE_3FV(VP); |
h = VP; |
} |
else { |
h = light->_h_inf_norm; |
} |
|
n_dot_h = DOT3(normal, h); |
|
if (n_dot_h > 0.0F) { |
GLfloat spec_coef; |
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef ); |
|
if (spec_coef > 1.0e-10) { |
if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { |
ACC_SCALE_SCALAR_3V( specularContrib, spec_coef, |
light->_MatSpecular[0]); |
} |
else { |
ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef, |
light->_MatSpecular[0]); |
} |
/*assert(light->_sli > 0.0);*/ |
specularCI += spec_coef * light->_sli * attenuation; |
} |
} |
} |
|
ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib ); |
ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib ); |
} |
|
Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F); |
Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F); |
Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F); |
Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F); |
Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F); |
Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F); |
Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F); |
Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F); |
} |
|
|
/** |
* Do texgen needed for glRasterPos. |
* \param ctx rendering context |
* \param vObj object-space vertex coordinate |
* \param vEye eye-space vertex coordinate |
* \param normal vertex normal |
* \param unit texture unit number |
* \param texcoord incoming texcoord and resulting texcoord |
*/ |
static void |
compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye[4], |
const GLfloat normal[3], GLuint unit, GLfloat texcoord[4]) |
{ |
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; |
|
/* always compute sphere map terms, just in case */ |
GLfloat u[3], two_nu, rx, ry, rz, m, mInv; |
COPY_3V(u, vEye); |
NORMALIZE_3FV(u); |
two_nu = 2.0F * DOT3(normal, u); |
rx = u[0] - normal[0] * two_nu; |
ry = u[1] - normal[1] * two_nu; |
rz = u[2] - normal[2] * two_nu; |
m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F); |
if (m > 0.0F) |
mInv = 0.5F * _mesa_inv_sqrtf(m); |
else |
mInv = 0.0F; |
|
if (texUnit->TexGenEnabled & S_BIT) { |
switch (texUnit->GenS.Mode) { |
case GL_OBJECT_LINEAR: |
texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane); |
break; |
case GL_EYE_LINEAR: |
texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane); |
break; |
case GL_SPHERE_MAP: |
texcoord[0] = rx * mInv + 0.5F; |
break; |
case GL_REFLECTION_MAP: |
texcoord[0] = rx; |
break; |
case GL_NORMAL_MAP: |
texcoord[0] = normal[0]; |
break; |
default: |
_mesa_problem(ctx, "Bad S texgen in compute_texgen()"); |
return; |
} |
} |
|
if (texUnit->TexGenEnabled & T_BIT) { |
switch (texUnit->GenT.Mode) { |
case GL_OBJECT_LINEAR: |
texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane); |
break; |
case GL_EYE_LINEAR: |
texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane); |
break; |
case GL_SPHERE_MAP: |
texcoord[1] = ry * mInv + 0.5F; |
break; |
case GL_REFLECTION_MAP: |
texcoord[1] = ry; |
break; |
case GL_NORMAL_MAP: |
texcoord[1] = normal[1]; |
break; |
default: |
_mesa_problem(ctx, "Bad T texgen in compute_texgen()"); |
return; |
} |
} |
|
if (texUnit->TexGenEnabled & R_BIT) { |
switch (texUnit->GenR.Mode) { |
case GL_OBJECT_LINEAR: |
texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane); |
break; |
case GL_EYE_LINEAR: |
texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane); |
break; |
case GL_REFLECTION_MAP: |
texcoord[2] = rz; |
break; |
case GL_NORMAL_MAP: |
texcoord[2] = normal[2]; |
break; |
default: |
_mesa_problem(ctx, "Bad R texgen in compute_texgen()"); |
return; |
} |
} |
|
if (texUnit->TexGenEnabled & Q_BIT) { |
switch (texUnit->GenQ.Mode) { |
case GL_OBJECT_LINEAR: |
texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane); |
break; |
case GL_EYE_LINEAR: |
texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane); |
break; |
default: |
_mesa_problem(ctx, "Bad Q texgen in compute_texgen()"); |
return; |
} |
} |
} |
|
|
/** |
* glRasterPos transformation. Typically called via ctx->Driver.RasterPos(). |
* XXX some of this code (such as viewport xform, clip testing and setting |
* of ctx->Current.Raster* fields) could get lifted up into the |
* main/rasterpos.c code. |
* |
* \param vObj vertex position in object space |
*/ |
void |
_tnl_RasterPos(struct gl_context *ctx, const GLfloat vObj[4]) |
{ |
if (ctx->VertexProgram._Enabled) { |
/* XXX implement this */ |
_mesa_problem(ctx, "Vertex programs not implemented for glRasterPos"); |
return; |
} |
else { |
GLfloat eye[4], clip[4], ndc[3], d; |
GLfloat *norm, eyenorm[3]; |
GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; |
|
/* apply modelview matrix: eye = MV * obj */ |
TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj ); |
/* apply projection matrix: clip = Proj * eye */ |
TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); |
|
/* clip to view volume. */ |
if (!ctx->Transform.DepthClamp) { |
if (viewclip_point_z(clip) == 0) { |
ctx->Current.RasterPosValid = GL_FALSE; |
return; |
} |
} |
if (!ctx->Transform.RasterPositionUnclipped) { |
if (viewclip_point_xy(clip) == 0) { |
ctx->Current.RasterPosValid = GL_FALSE; |
return; |
} |
} |
|
/* clip to user clipping planes */ |
if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { |
ctx->Current.RasterPosValid = GL_FALSE; |
return; |
} |
|
/* ndc = clip / W */ |
d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3]; |
ndc[0] = clip[0] * d; |
ndc[1] = clip[1] * d; |
ndc[2] = clip[2] * d; |
/* wincoord = viewport_mapping(ndc) */ |
ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX] |
+ ctx->Viewport._WindowMap.m[MAT_TX]); |
ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY] |
+ ctx->Viewport._WindowMap.m[MAT_TY]); |
ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ] |
+ ctx->Viewport._WindowMap.m[MAT_TZ]) |
/ ctx->DrawBuffer->_DepthMaxF; |
ctx->Current.RasterPos[3] = clip[3]; |
|
if (ctx->Transform.DepthClamp) { |
ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3], |
ctx->Viewport.Near, |
ctx->Viewport.Far); |
} |
|
/* compute raster distance */ |
if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) |
ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; |
else |
ctx->Current.RasterDistance = |
SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); |
|
/* compute transformed normal vector (for lighting or texgen) */ |
if (ctx->_NeedEyeCoords) { |
const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; |
TRANSFORM_NORMAL( eyenorm, objnorm, inv ); |
norm = eyenorm; |
} |
else { |
norm = objnorm; |
} |
|
/* update raster color */ |
if (ctx->Light.Enabled) { |
/* lighting */ |
shade_rastpos( ctx, vObj, norm, |
ctx->Current.RasterColor, |
ctx->Current.RasterSecondaryColor ); |
} |
else { |
/* use current color */ |
COPY_4FV(ctx->Current.RasterColor, |
ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); |
COPY_4FV(ctx->Current.RasterSecondaryColor, |
ctx->Current.Attrib[VERT_ATTRIB_COLOR1]); |
} |
|
/* texture coords */ |
{ |
GLuint u; |
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { |
GLfloat tc[4]; |
COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); |
if (ctx->Texture.Unit[u].TexGenEnabled) { |
compute_texgen(ctx, vObj, eye, norm, u, tc); |
} |
TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], |
ctx->TextureMatrixStack[u].Top->m, tc); |
} |
} |
|
ctx->Current.RasterPosValid = GL_TRUE; |
} |
|
if (ctx->RenderMode == GL_SELECT) { |
_mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); |
} |
} |