1 | /* $Id: light.c,v 1.2 2000-03-01 18:49:31 jeroen Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.1
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 |
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29 |
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30 |
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31 | #ifdef PC_HEADER
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32 | #include "all.h"
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33 | #else
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34 | #include <float.h>
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35 | #ifndef XFree86Server
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36 | #include <assert.h>
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37 | #include <float.h>
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38 | #include <math.h>
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39 | #include <stdlib.h>
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40 | #include <stdio.h>
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41 | #else
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42 | #include "GL/xf86glx.h"
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43 | #endif
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44 | #include "types.h"
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45 | #include "context.h"
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46 | #include "enums.h"
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47 | #include "light.h"
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48 | #include "macros.h"
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49 | #include "matrix.h"
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50 | #include "mmath.h"
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51 | #include "simple_list.h"
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52 | #include "vb.h"
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53 | #include "xform.h"
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54 | #endif
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55 |
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56 |
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57 |
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58 | void gl_ShadeModel( GLcontext *ctx, GLenum mode )
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59 | {
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60 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel");
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61 |
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62 | if (MESA_VERBOSE & VERBOSE_API)
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63 | fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode));
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64 |
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65 | if (mode == GL_FLAT || mode == GL_SMOOTH) {
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66 | if (ctx->Light.ShadeModel != mode) {
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67 | ctx->Light.ShadeModel = mode;
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68 | if (ctx->Light.ShadeModel == GL_FLAT)
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69 | ctx->TriangleCaps |= DD_FLATSHADE;
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70 | else
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71 | ctx->TriangleCaps &= ~DD_FLATSHADE;
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72 | ctx->NewState |= NEW_RASTER_OPS;
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73 | if (ctx->Driver.ShadeModel)
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74 | (*ctx->Driver.ShadeModel)( ctx, mode );
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75 | }
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76 | }
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77 | else {
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78 | gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
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79 | }
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80 | }
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81 |
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82 |
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83 |
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84 | void gl_Lightfv( GLcontext *ctx,
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85 | GLenum light, GLenum pname, const GLfloat *params,
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86 | GLint nparams )
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87 | {
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88 | GLint l;
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89 |
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90 | (void) nparams;
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91 |
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92 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight");
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93 |
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94 | l = (GLint) (light - GL_LIGHT0);
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95 |
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96 | if (l<0 || l>=MAX_LIGHTS) {
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97 | gl_error( ctx, GL_INVALID_ENUM, "glLight" );
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98 | return;
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99 | }
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100 |
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101 | switch (pname) {
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102 | case GL_AMBIENT:
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103 | COPY_4V( ctx->Light.Light[l].Ambient, params );
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104 | break;
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105 | case GL_DIFFUSE:
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106 | COPY_4V( ctx->Light.Light[l].Diffuse, params );
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107 | break;
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108 | case GL_SPECULAR:
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109 | COPY_4V( ctx->Light.Light[l].Specular, params );
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110 | break;
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111 | case GL_POSITION:
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112 | /* transform position by ModelView matrix */
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113 | TRANSFORM_POINT( ctx->Light.Light[l].EyePosition,
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114 | ctx->ModelView.m,
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115 | params );
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116 | break;
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117 | case GL_SPOT_DIRECTION:
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118 | /* transform direction by inverse modelview */
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119 | if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) {
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120 | gl_matrix_analyze( &ctx->ModelView );
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121 | }
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122 | TRANSFORM_NORMAL( ctx->Light.Light[l].EyeDirection,
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123 | params,
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124 | ctx->ModelView.inv );
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125 | break;
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126 | case GL_SPOT_EXPONENT:
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127 | if (params[0]<0.0 || params[0]>128.0) {
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128 | gl_error( ctx, GL_INVALID_VALUE, "glLight" );
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129 | return;
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130 | }
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131 | if (ctx->Light.Light[l].SpotExponent != params[0]) {
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132 | ctx->Light.Light[l].SpotExponent = params[0];
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133 | gl_compute_spot_exp_table( &ctx->Light.Light[l] );
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134 | }
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135 | break;
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136 | case GL_SPOT_CUTOFF:
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137 | if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
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138 | gl_error( ctx, GL_INVALID_VALUE, "glLight" );
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139 | return;
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140 | }
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141 | ctx->Light.Light[l].SpotCutoff = params[0];
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142 | ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD);
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143 | if (ctx->Light.Light[l].CosCutoff < 0)
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144 | ctx->Light.Light[l].CosCutoff = 0;
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145 | break;
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146 | case GL_CONSTANT_ATTENUATION:
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147 | if (params[0]<0.0) {
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148 | gl_error( ctx, GL_INVALID_VALUE, "glLight" );
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149 | return;
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150 | }
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151 | ctx->Light.Light[l].ConstantAttenuation = params[0];
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152 | break;
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153 | case GL_LINEAR_ATTENUATION:
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154 | if (params[0]<0.0) {
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155 | gl_error( ctx, GL_INVALID_VALUE, "glLight" );
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156 | return;
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157 | }
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158 | ctx->Light.Light[l].LinearAttenuation = params[0];
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159 | break;
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160 | case GL_QUADRATIC_ATTENUATION:
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161 | if (params[0]<0.0) {
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162 | gl_error( ctx, GL_INVALID_VALUE, "glLight" );
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163 | return;
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164 | }
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165 | ctx->Light.Light[l].QuadraticAttenuation = params[0];
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166 | break;
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167 | default:
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168 | gl_error( ctx, GL_INVALID_ENUM, "glLight" );
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169 | break;
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170 | }
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171 |
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172 | if (ctx->Driver.Lightfv)
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173 | ctx->Driver.Lightfv( ctx, light, pname, params, nparams );
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174 |
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175 | ctx->NewState |= NEW_LIGHTING;
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176 | }
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177 |
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178 |
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179 |
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180 | void gl_GetLightfv( GLcontext *ctx,
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181 | GLenum light, GLenum pname, GLfloat *params )
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182 | {
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183 | GLint l = (GLint) (light - GL_LIGHT0);
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184 |
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185 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight");
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186 |
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187 | if (l<0 || l>=MAX_LIGHTS) {
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188 | gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
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189 | return;
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190 | }
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191 |
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192 | switch (pname) {
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193 | case GL_AMBIENT:
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194 | COPY_4V( params, ctx->Light.Light[l].Ambient );
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195 | break;
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196 | case GL_DIFFUSE:
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197 | COPY_4V( params, ctx->Light.Light[l].Diffuse );
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198 | break;
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199 | case GL_SPECULAR:
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200 | COPY_4V( params, ctx->Light.Light[l].Specular );
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201 | break;
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202 | case GL_POSITION:
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203 | COPY_4V( params, ctx->Light.Light[l].EyePosition );
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204 | break;
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205 | case GL_SPOT_DIRECTION:
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206 | COPY_3V( params, ctx->Light.Light[l].EyeDirection );
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207 | break;
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208 | case GL_SPOT_EXPONENT:
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209 | params[0] = ctx->Light.Light[l].SpotExponent;
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210 | break;
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211 | case GL_SPOT_CUTOFF:
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212 | params[0] = ctx->Light.Light[l].SpotCutoff;
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213 | break;
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214 | case GL_CONSTANT_ATTENUATION:
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215 | params[0] = ctx->Light.Light[l].ConstantAttenuation;
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216 | break;
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217 | case GL_LINEAR_ATTENUATION:
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218 | params[0] = ctx->Light.Light[l].LinearAttenuation;
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219 | break;
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220 | case GL_QUADRATIC_ATTENUATION:
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221 | params[0] = ctx->Light.Light[l].QuadraticAttenuation;
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222 | break;
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223 | default:
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224 | gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
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225 | break;
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226 | }
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227 | }
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228 |
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229 |
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230 |
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231 | void gl_GetLightiv( GLcontext *ctx, GLenum light, GLenum pname, GLint *params )
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232 | {
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233 | GLint l = (GLint) (light - GL_LIGHT0);
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234 |
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235 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight");
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236 |
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237 | if (l<0 || l>=MAX_LIGHTS) {
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238 | gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
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239 | return;
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240 | }
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241 |
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242 | switch (pname) {
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243 | case GL_AMBIENT:
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244 | params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
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245 | params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
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246 | params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
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247 | params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
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248 | break;
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249 | case GL_DIFFUSE:
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250 | params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
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251 | params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
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252 | params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
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253 | params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
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254 | break;
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255 | case GL_SPECULAR:
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256 | params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
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257 | params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
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258 | params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
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259 | params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
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260 | break;
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261 | case GL_POSITION:
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262 | params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
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263 | params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
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264 | params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
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265 | params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
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266 | break;
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267 | case GL_SPOT_DIRECTION:
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268 | params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0];
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269 | params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1];
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270 | params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2];
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271 | break;
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272 | case GL_SPOT_EXPONENT:
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273 | params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
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274 | break;
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275 | case GL_SPOT_CUTOFF:
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276 | params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
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277 | break;
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278 | case GL_CONSTANT_ATTENUATION:
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279 | params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
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280 | break;
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281 | case GL_LINEAR_ATTENUATION:
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282 | params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
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283 | break;
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284 | case GL_QUADRATIC_ATTENUATION:
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285 | params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
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286 | break;
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287 | default:
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288 | gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
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289 | break;
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290 | }
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291 | }
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292 |
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293 |
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294 |
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295 | /**********************************************************************/
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296 | /*** Light Model ***/
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297 | /**********************************************************************/
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298 |
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299 |
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300 | void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
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301 | {
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302 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModel");
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303 |
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304 | switch (pname) {
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305 | case GL_LIGHT_MODEL_AMBIENT:
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306 | COPY_4V( ctx->Light.Model.Ambient, params );
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307 | break;
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308 | case GL_LIGHT_MODEL_LOCAL_VIEWER:
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309 | if (params[0]==0.0)
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310 | ctx->Light.Model.LocalViewer = GL_FALSE;
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311 | else
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312 | ctx->Light.Model.LocalViewer = GL_TRUE;
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313 | break;
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314 | case GL_LIGHT_MODEL_TWO_SIDE:
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315 | if (params[0]==0.0)
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316 | ctx->Light.Model.TwoSide = GL_FALSE;
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317 | else
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318 | ctx->Light.Model.TwoSide = GL_TRUE;
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319 | break;
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320 | case GL_LIGHT_MODEL_COLOR_CONTROL:
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321 | if (params[0] == (GLfloat) GL_SINGLE_COLOR) {
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322 | ctx->Light.Model.ColorControl = GL_SINGLE_COLOR;
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323 | ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR;
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324 | }
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325 | else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) {
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326 | ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR;
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327 | ctx->TriangleCaps |= DD_SEPERATE_SPECULAR;
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328 | }
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329 | else {
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330 | gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
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331 | }
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332 | ctx->NewState |= NEW_RASTER_OPS;
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333 | break;
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334 | default:
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335 | gl_error( ctx, GL_INVALID_ENUM, "glLightModel" );
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336 | break;
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337 | }
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338 |
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339 | if (ctx->Driver.LightModelfv)
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340 | ctx->Driver.LightModelfv( ctx, pname, params );
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341 |
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342 | ctx->NewState |= NEW_LIGHTING;
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343 | }
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344 |
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345 |
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346 |
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347 |
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348 | /********** MATERIAL **********/
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349 |
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350 |
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351 | /*
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352 | * Given a face and pname value (ala glColorMaterial), compute a bitmask
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353 | * of the targeted material values.
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354 | */
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355 | GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
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356 | GLuint legal,
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357 | const char *where )
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358 | {
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359 | GLuint bitmask = 0;
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360 |
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361 | /* Make a bitmask indicating what material attribute(s) we're updating */
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362 | switch (pname) {
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363 | case GL_EMISSION:
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364 | bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT;
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365 | break;
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366 | case GL_AMBIENT:
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367 | bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
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368 | break;
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369 | case GL_DIFFUSE:
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370 | bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
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371 | break;
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372 | case GL_SPECULAR:
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373 | bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT;
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374 | break;
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375 | case GL_SHININESS:
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376 | bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT;
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377 | break;
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378 | case GL_AMBIENT_AND_DIFFUSE:
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379 | bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
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380 | bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
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381 | break;
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382 | case GL_COLOR_INDEXES:
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383 | bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT;
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384 | break;
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385 | default:
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386 | gl_error( ctx, GL_INVALID_ENUM, where );
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387 | return 0;
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388 | }
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389 |
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390 | if (face==GL_FRONT) {
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391 | bitmask &= FRONT_MATERIAL_BITS;
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392 | }
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393 | else if (face==GL_BACK) {
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394 | bitmask &= BACK_MATERIAL_BITS;
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395 | }
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396 | else if (face != GL_FRONT_AND_BACK) {
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397 | gl_error( ctx, GL_INVALID_ENUM, where );
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398 | return 0;
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399 | }
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400 |
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401 | if (bitmask & ~legal) {
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402 | gl_error( ctx, GL_INVALID_ENUM, where );
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403 | return 0;
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404 | }
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405 |
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406 | return bitmask;
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407 | }
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408 |
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409 |
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410 |
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411 |
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412 |
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413 |
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414 | /*
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415 | * Check if the global material has to be updated with info that was
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416 | * associated with a vertex via glMaterial.
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417 | * This function is used when any material values get changed between
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418 | * glBegin/glEnd either by calling glMaterial() or by calling glColor()
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419 | * when GL_COLOR_MATERIAL is enabled.
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420 | *
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421 | * KW: Added code here to keep the precomputed variables uptodate.
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422 | * This means we can use the faster shade functions when using
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423 | * GL_COLOR_MATERIAL, and we can also now use the precomputed
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424 | * values in the slower shading functions, which further offsets
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425 | * the cost of doing this here.
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426 | */
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427 | void gl_update_material( GLcontext *ctx,
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428 | struct gl_material *src,
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429 | GLuint bitmask )
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430 | {
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431 | struct gl_light *light, *list = &ctx->Light.EnabledList;
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432 | GLfloat tmp[4];
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433 |
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434 | if (ctx->Light.ColorMaterialEnabled)
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435 | bitmask &= ~ctx->Light.ColorMaterialBitmask;
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436 |
|
---|
437 | if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
|
---|
438 | fprintf(stderr, "gl_update_material, mask %x\n", bitmask);
|
---|
439 |
|
---|
440 | if (!bitmask)
|
---|
441 | return;
|
---|
442 |
|
---|
443 | if (bitmask & FRONT_AMBIENT_BIT) {
|
---|
444 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
445 | SUB_3V( tmp, src[0].Ambient, mat->Ambient );
|
---|
446 | ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp);
|
---|
447 | foreach (light, list) {
|
---|
448 | ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
|
---|
449 | }
|
---|
450 | COPY_4FV( mat->Ambient, src[0].Ambient );
|
---|
451 | }
|
---|
452 | if (bitmask & BACK_AMBIENT_BIT) {
|
---|
453 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
454 | SUB_3V( tmp, src[1].Ambient, mat->Ambient );
|
---|
455 | ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp);
|
---|
456 | foreach (light, list) {
|
---|
457 | ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
|
---|
458 | }
|
---|
459 | COPY_4FV( mat->Ambient, src[1].Ambient );
|
---|
460 | }
|
---|
461 | if (bitmask & FRONT_DIFFUSE_BIT) {
|
---|
462 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
463 | SUB_3V( tmp, src[0].Diffuse, mat->Diffuse );
|
---|
464 | foreach (light, list) {
|
---|
465 | ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
|
---|
466 | }
|
---|
467 | COPY_4FV( mat->Diffuse, src[0].Diffuse );
|
---|
468 | FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
|
---|
469 | }
|
---|
470 | if (bitmask & BACK_DIFFUSE_BIT) {
|
---|
471 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
472 | SUB_3V( tmp, src[1].Diffuse, mat->Diffuse );
|
---|
473 | foreach (light, list) {
|
---|
474 | ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
|
---|
475 | }
|
---|
476 | COPY_4FV( mat->Diffuse, src[1].Diffuse );
|
---|
477 | FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
|
---|
478 | }
|
---|
479 | if (bitmask & FRONT_SPECULAR_BIT) {
|
---|
480 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
481 | SUB_3V( tmp, src[0].Specular, mat->Specular );
|
---|
482 | foreach (light, list) {
|
---|
483 | if (light->Flags & LIGHT_SPECULAR) {
|
---|
484 | ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
|
---|
485 | light->IsMatSpecular[0] =
|
---|
486 | (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
|
---|
487 | }
|
---|
488 | }
|
---|
489 | COPY_4FV( mat->Specular, src[0].Specular );
|
---|
490 | }
|
---|
491 | if (bitmask & BACK_SPECULAR_BIT) {
|
---|
492 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
493 | SUB_3V( tmp, src[1].Specular, mat->Specular );
|
---|
494 | foreach (light, list) {
|
---|
495 | if (light->Flags & LIGHT_SPECULAR) {
|
---|
496 | ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
|
---|
497 | light->IsMatSpecular[1] =
|
---|
498 | (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
|
---|
499 | }
|
---|
500 | }
|
---|
501 | COPY_4FV( mat->Specular, src[1].Specular );
|
---|
502 | }
|
---|
503 | if (bitmask & FRONT_EMISSION_BIT) {
|
---|
504 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
505 | SUB_3V( tmp, src[0].Emission, mat->Emission );
|
---|
506 | ACC_3V( ctx->Light.BaseColor[0], tmp );
|
---|
507 | COPY_4FV( mat->Emission, src[0].Emission );
|
---|
508 | }
|
---|
509 | if (bitmask & BACK_EMISSION_BIT) {
|
---|
510 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
511 | SUB_3V( tmp, src[1].Emission, mat->Emission );
|
---|
512 | ACC_3V( ctx->Light.BaseColor[1], tmp );
|
---|
513 | COPY_4FV( mat->Emission, src[1].Emission );
|
---|
514 | }
|
---|
515 | if (bitmask & FRONT_SHININESS_BIT) {
|
---|
516 | GLfloat shininess = ctx->Light.Material[0].Shininess = src[0].Shininess;
|
---|
517 | gl_compute_shine_table( ctx, 0, shininess );
|
---|
518 | gl_compute_shine_table( ctx, 2, shininess * .5 );
|
---|
519 | }
|
---|
520 | if (bitmask & BACK_SHININESS_BIT) {
|
---|
521 | GLfloat shininess = ctx->Light.Material[1].Shininess = src[1].Shininess;
|
---|
522 | gl_compute_shine_table( ctx, 1, shininess );
|
---|
523 | gl_compute_shine_table( ctx, 3, shininess * .5 );
|
---|
524 | }
|
---|
525 | if (bitmask & FRONT_INDEXES_BIT) {
|
---|
526 | ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex;
|
---|
527 | ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex;
|
---|
528 | ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex;
|
---|
529 | }
|
---|
530 | if (bitmask & BACK_INDEXES_BIT) {
|
---|
531 | ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex;
|
---|
532 | ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex;
|
---|
533 | ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex;
|
---|
534 | }
|
---|
535 |
|
---|
536 | if (0)
|
---|
537 | {
|
---|
538 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
539 | fprintf(stderr, "update_mat emission : %f %f %f\n",
|
---|
540 | mat->Emission[0],
|
---|
541 | mat->Emission[1],
|
---|
542 | mat->Emission[2]);
|
---|
543 | fprintf(stderr, "update_mat specular : %f %f %f\n",
|
---|
544 | mat->Specular[0],
|
---|
545 | mat->Specular[1],
|
---|
546 | mat->Specular[2]);
|
---|
547 | fprintf(stderr, "update_mat diffuse : %f %f %f\n",
|
---|
548 | mat->Diffuse[0],
|
---|
549 | mat->Diffuse[1],
|
---|
550 | mat->Diffuse[2]);
|
---|
551 | fprintf(stderr, "update_mat ambient : %f %f %f\n",
|
---|
552 | mat->Ambient[0],
|
---|
553 | mat->Ambient[1],
|
---|
554 | mat->Ambient[2]);
|
---|
555 | }
|
---|
556 | }
|
---|
557 |
|
---|
558 |
|
---|
559 |
|
---|
560 |
|
---|
561 |
|
---|
562 |
|
---|
563 | void gl_update_color_material( GLcontext *ctx,
|
---|
564 | const GLubyte rgba[4] )
|
---|
565 | {
|
---|
566 | struct gl_light *light, *list = &ctx->Light.EnabledList;
|
---|
567 | GLuint bitmask = ctx->Light.ColorMaterialBitmask;
|
---|
568 | GLfloat tmp[4], color[4];
|
---|
569 |
|
---|
570 | UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba );
|
---|
571 |
|
---|
572 | if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
|
---|
573 | fprintf(stderr, "gl_update_color_material, mask %x\n", bitmask);
|
---|
574 |
|
---|
575 |
|
---|
576 | if (bitmask & FRONT_AMBIENT_BIT) {
|
---|
577 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
578 | SUB_3V( tmp, color, mat->Ambient );
|
---|
579 | ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp);
|
---|
580 | foreach (light, list) {
|
---|
581 | ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
|
---|
582 | }
|
---|
583 | COPY_4FV( mat->Ambient, color );
|
---|
584 | }
|
---|
585 |
|
---|
586 | if (bitmask & BACK_AMBIENT_BIT) {
|
---|
587 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
588 | SUB_3V( tmp, color, mat->Ambient );
|
---|
589 | ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp);
|
---|
590 | foreach (light, list) {
|
---|
591 | ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp );
|
---|
592 | }
|
---|
593 | COPY_4FV( mat->Ambient, color );
|
---|
594 | }
|
---|
595 |
|
---|
596 | if (bitmask & FRONT_DIFFUSE_BIT) {
|
---|
597 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
598 | SUB_3V( tmp, color, mat->Diffuse );
|
---|
599 | foreach (light, list) {
|
---|
600 | ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
|
---|
601 | }
|
---|
602 | COPY_4FV( mat->Diffuse, color );
|
---|
603 | FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
|
---|
604 | }
|
---|
605 |
|
---|
606 | if (bitmask & BACK_DIFFUSE_BIT) {
|
---|
607 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
608 | SUB_3V( tmp, color, mat->Diffuse );
|
---|
609 | foreach (light, list) {
|
---|
610 | ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
|
---|
611 | }
|
---|
612 | COPY_4FV( mat->Diffuse, color );
|
---|
613 | FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
|
---|
614 | }
|
---|
615 |
|
---|
616 | if (bitmask & FRONT_SPECULAR_BIT) {
|
---|
617 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
618 | SUB_3V( tmp, color, mat->Specular );
|
---|
619 | foreach (light, list) {
|
---|
620 | if (light->Flags & LIGHT_SPECULAR) {
|
---|
621 | ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
|
---|
622 | light->IsMatSpecular[0] =
|
---|
623 | (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
|
---|
624 | }
|
---|
625 | }
|
---|
626 | COPY_4FV( mat->Specular, color );
|
---|
627 | }
|
---|
628 | if (bitmask & BACK_SPECULAR_BIT) {
|
---|
629 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
630 | SUB_3V( tmp, color, mat->Specular );
|
---|
631 | foreach (light, list) {
|
---|
632 | if (light->Flags & LIGHT_SPECULAR) {
|
---|
633 | ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
|
---|
634 | light->IsMatSpecular[1] =
|
---|
635 | (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
|
---|
636 | }
|
---|
637 | }
|
---|
638 | COPY_4FV( mat->Specular, color );
|
---|
639 | }
|
---|
640 | if (bitmask & FRONT_EMISSION_BIT) {
|
---|
641 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
642 | SUB_3V( tmp, color, mat->Emission );
|
---|
643 | ACC_3V( ctx->Light.BaseColor[0], tmp );
|
---|
644 | COPY_4FV( mat->Emission, color );
|
---|
645 | }
|
---|
646 | if (bitmask & BACK_EMISSION_BIT) {
|
---|
647 | struct gl_material *mat = &ctx->Light.Material[1];
|
---|
648 | SUB_3V( tmp, color, mat->Emission );
|
---|
649 | ACC_3V( ctx->Light.BaseColor[1], tmp );
|
---|
650 | COPY_4FV( mat->Emission, color );
|
---|
651 | }
|
---|
652 |
|
---|
653 | if (0)
|
---|
654 | {
|
---|
655 | struct gl_material *mat = &ctx->Light.Material[0];
|
---|
656 | fprintf(stderr, "update_color_mat emission : %f %f %f\n",
|
---|
657 | mat->Emission[0],
|
---|
658 | mat->Emission[1],
|
---|
659 | mat->Emission[2]);
|
---|
660 | fprintf(stderr, "update_color_mat specular : %f %f %f\n",
|
---|
661 | mat->Specular[0],
|
---|
662 | mat->Specular[1],
|
---|
663 | mat->Specular[2]);
|
---|
664 | fprintf(stderr, "update_color_mat diffuse : %f %f %f\n",
|
---|
665 | mat->Diffuse[0],
|
---|
666 | mat->Diffuse[1],
|
---|
667 | mat->Diffuse[2]);
|
---|
668 | fprintf(stderr, "update_color_mat ambient : %f %f %f\n",
|
---|
669 | mat->Ambient[0],
|
---|
670 | mat->Ambient[1],
|
---|
671 | mat->Ambient[2]);
|
---|
672 | }
|
---|
673 | }
|
---|
674 |
|
---|
675 |
|
---|
676 |
|
---|
677 |
|
---|
678 | void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
|
---|
679 | {
|
---|
680 | GLuint bitmask;
|
---|
681 | GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT |
|
---|
682 | FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT |
|
---|
683 | FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT |
|
---|
684 | FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT);
|
---|
685 |
|
---|
686 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glColorMaterial");
|
---|
687 |
|
---|
688 | if (MESA_VERBOSE&VERBOSE_API)
|
---|
689 | fprintf(stderr, "glColorMaterial %s %s\n",
|
---|
690 | gl_lookup_enum_by_nr(face),
|
---|
691 | gl_lookup_enum_by_nr(mode));
|
---|
692 |
|
---|
693 | bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" );
|
---|
694 |
|
---|
695 | if (bitmask != 0) {
|
---|
696 | ctx->Light.ColorMaterialBitmask = bitmask;
|
---|
697 | ctx->Light.ColorMaterialFace = face;
|
---|
698 | ctx->Light.ColorMaterialMode = mode;
|
---|
699 | }
|
---|
700 |
|
---|
701 | if (ctx->Light.ColorMaterialEnabled)
|
---|
702 | gl_update_color_material( ctx, ctx->Current.ByteColor );
|
---|
703 | }
|
---|
704 |
|
---|
705 |
|
---|
706 |
|
---|
707 | /* KW: This is now called directly (ie by name) from the glMaterial*
|
---|
708 | * API functions.
|
---|
709 | */
|
---|
710 | void gl_Materialfv( GLcontext *ctx,
|
---|
711 | GLenum face, GLenum pname, const GLfloat *params )
|
---|
712 | {
|
---|
713 | struct immediate *IM;
|
---|
714 | struct gl_material *mat;
|
---|
715 | GLuint bitmask;
|
---|
716 | GLuint count;
|
---|
717 |
|
---|
718 | bitmask = gl_material_bitmask( ctx, face, pname, ~0, "gl_Materialfv" );
|
---|
719 | if (bitmask == 0)
|
---|
720 | return;
|
---|
721 |
|
---|
722 | IM = ctx->input;
|
---|
723 | count = IM->Count;
|
---|
724 |
|
---|
725 | if (!IM->Material) {
|
---|
726 | IM->Material =
|
---|
727 | (struct gl_material (*)[2]) MALLOC( sizeof(struct gl_material) *
|
---|
728 | VB_SIZE * 2 );
|
---|
729 | IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * VB_SIZE );
|
---|
730 | }
|
---|
731 |
|
---|
732 |
|
---|
733 | if (!(IM->Flag[count] & VERT_MATERIAL)) {
|
---|
734 | IM->Flag[count] |= VERT_MATERIAL;
|
---|
735 | IM->MaterialMask[count] = 0;
|
---|
736 | }
|
---|
737 |
|
---|
738 | IM->MaterialMask[count] |= bitmask;
|
---|
739 | mat = IM->Material[count];
|
---|
740 |
|
---|
741 | if (bitmask & FRONT_AMBIENT_BIT) {
|
---|
742 | COPY_4FV( mat[0].Ambient, params );
|
---|
743 | }
|
---|
744 | if (bitmask & BACK_AMBIENT_BIT) {
|
---|
745 | COPY_4FV( mat[1].Ambient, params );
|
---|
746 | }
|
---|
747 | if (bitmask & FRONT_DIFFUSE_BIT) {
|
---|
748 | COPY_4FV( mat[0].Diffuse, params );
|
---|
749 | }
|
---|
750 | if (bitmask & BACK_DIFFUSE_BIT) {
|
---|
751 | COPY_4FV( mat[1].Diffuse, params );
|
---|
752 | }
|
---|
753 | if (bitmask & FRONT_SPECULAR_BIT) {
|
---|
754 | COPY_4FV( mat[0].Specular, params );
|
---|
755 | }
|
---|
756 | if (bitmask & BACK_SPECULAR_BIT) {
|
---|
757 | COPY_4FV( mat[1].Specular, params );
|
---|
758 | }
|
---|
759 | if (bitmask & FRONT_EMISSION_BIT) {
|
---|
760 | COPY_4FV( mat[0].Emission, params );
|
---|
761 | }
|
---|
762 | if (bitmask & BACK_EMISSION_BIT) {
|
---|
763 | COPY_4FV( mat[1].Emission, params );
|
---|
764 | }
|
---|
765 | if (bitmask & FRONT_SHININESS_BIT) {
|
---|
766 | GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
|
---|
767 | mat[0].Shininess = shininess;
|
---|
768 | }
|
---|
769 | if (bitmask & BACK_SHININESS_BIT) {
|
---|
770 | GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F );
|
---|
771 | mat[1].Shininess = shininess;
|
---|
772 | }
|
---|
773 | if (bitmask & FRONT_INDEXES_BIT) {
|
---|
774 | mat[0].AmbientIndex = params[0];
|
---|
775 | mat[0].DiffuseIndex = params[1];
|
---|
776 | mat[0].SpecularIndex = params[2];
|
---|
777 | }
|
---|
778 | if (bitmask & BACK_INDEXES_BIT) {
|
---|
779 | mat[1].AmbientIndex = params[0];
|
---|
780 | mat[1].DiffuseIndex = params[1];
|
---|
781 | mat[1].SpecularIndex = params[2];
|
---|
782 | }
|
---|
783 | }
|
---|
784 |
|
---|
785 |
|
---|
786 |
|
---|
787 |
|
---|
788 | void gl_GetMaterialfv( GLcontext *ctx,
|
---|
789 | GLenum face, GLenum pname, GLfloat *params )
|
---|
790 | {
|
---|
791 | GLuint f;
|
---|
792 |
|
---|
793 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialfv");
|
---|
794 |
|
---|
795 | if (face==GL_FRONT) {
|
---|
796 | f = 0;
|
---|
797 | }
|
---|
798 | else if (face==GL_BACK) {
|
---|
799 | f = 1;
|
---|
800 | }
|
---|
801 | else {
|
---|
802 | gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
|
---|
803 | return;
|
---|
804 | }
|
---|
805 | switch (pname) {
|
---|
806 | case GL_AMBIENT:
|
---|
807 | COPY_4FV( params, ctx->Light.Material[f].Ambient );
|
---|
808 | break;
|
---|
809 | case GL_DIFFUSE:
|
---|
810 | COPY_4FV( params, ctx->Light.Material[f].Diffuse );
|
---|
811 | break;
|
---|
812 | case GL_SPECULAR:
|
---|
813 | COPY_4FV( params, ctx->Light.Material[f].Specular );
|
---|
814 | break;
|
---|
815 | case GL_EMISSION:
|
---|
816 | COPY_4FV( params, ctx->Light.Material[f].Emission );
|
---|
817 | break;
|
---|
818 | case GL_SHININESS:
|
---|
819 | *params = ctx->Light.Material[f].Shininess;
|
---|
820 | break;
|
---|
821 | case GL_COLOR_INDEXES:
|
---|
822 | params[0] = ctx->Light.Material[f].AmbientIndex;
|
---|
823 | params[1] = ctx->Light.Material[f].DiffuseIndex;
|
---|
824 | params[2] = ctx->Light.Material[f].SpecularIndex;
|
---|
825 | break;
|
---|
826 | default:
|
---|
827 | gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
|
---|
828 | }
|
---|
829 | }
|
---|
830 |
|
---|
831 |
|
---|
832 |
|
---|
833 | void gl_GetMaterialiv( GLcontext *ctx,
|
---|
834 | GLenum face, GLenum pname, GLint *params )
|
---|
835 | {
|
---|
836 | GLuint f;
|
---|
837 |
|
---|
838 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialiv");
|
---|
839 |
|
---|
840 | if (face==GL_FRONT) {
|
---|
841 | f = 0;
|
---|
842 | }
|
---|
843 | else if (face==GL_BACK) {
|
---|
844 | f = 1;
|
---|
845 | }
|
---|
846 | else {
|
---|
847 | gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
|
---|
848 | return;
|
---|
849 | }
|
---|
850 | switch (pname) {
|
---|
851 | case GL_AMBIENT:
|
---|
852 | params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] );
|
---|
853 | params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] );
|
---|
854 | params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] );
|
---|
855 | params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] );
|
---|
856 | break;
|
---|
857 | case GL_DIFFUSE:
|
---|
858 | params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] );
|
---|
859 | params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] );
|
---|
860 | params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] );
|
---|
861 | params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] );
|
---|
862 | break;
|
---|
863 | case GL_SPECULAR:
|
---|
864 | params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] );
|
---|
865 | params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] );
|
---|
866 | params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] );
|
---|
867 | params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] );
|
---|
868 | break;
|
---|
869 | case GL_EMISSION:
|
---|
870 | params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] );
|
---|
871 | params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] );
|
---|
872 | params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] );
|
---|
873 | params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] );
|
---|
874 | break;
|
---|
875 | case GL_SHININESS:
|
---|
876 | *params = ROUNDF( ctx->Light.Material[f].Shininess );
|
---|
877 | break;
|
---|
878 | case GL_COLOR_INDEXES:
|
---|
879 | params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex );
|
---|
880 | params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex );
|
---|
881 | params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
|
---|
882 | break;
|
---|
883 | default:
|
---|
884 | gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
|
---|
885 | }
|
---|
886 | }
|
---|
887 |
|
---|
888 |
|
---|
889 |
|
---|
890 |
|
---|
891 | /**********************************************************************/
|
---|
892 | /***** Lighting computation *****/
|
---|
893 | /**********************************************************************/
|
---|
894 |
|
---|
895 |
|
---|
896 | /*
|
---|
897 | * Notes:
|
---|
898 | * When two-sided lighting is enabled we compute the color (or index)
|
---|
899 | * for both the front and back side of the primitive. Then, when the
|
---|
900 | * orientation of the facet is later learned, we can determine which
|
---|
901 | * color (or index) to use for rendering.
|
---|
902 | *
|
---|
903 | * KW: We now know orientation in advance and only shade for
|
---|
904 | * the side or sides which are actually required.
|
---|
905 | *
|
---|
906 | * Variables:
|
---|
907 | * n = normal vector
|
---|
908 | * V = vertex position
|
---|
909 | * P = light source position
|
---|
910 | * Pe = (0,0,0,1)
|
---|
911 | *
|
---|
912 | * Precomputed:
|
---|
913 | * IF P[3]==0 THEN
|
---|
914 | * // light at infinity
|
---|
915 | * IF local_viewer THEN
|
---|
916 | * VP_inf_norm = unit vector from V to P // Precompute
|
---|
917 | * ELSE
|
---|
918 | * // eye at infinity
|
---|
919 | * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
|
---|
920 | * ENDIF
|
---|
921 | * ENDIF
|
---|
922 | *
|
---|
923 | * Functions:
|
---|
924 | * Normalize( v ) = normalized vector v
|
---|
925 | * Magnitude( v ) = length of vector v
|
---|
926 | */
|
---|
927 |
|
---|
928 |
|
---|
929 |
|
---|
930 | /*
|
---|
931 | * Whenever the spotlight exponent for a light changes we must call
|
---|
932 | * this function to recompute the exponent lookup table.
|
---|
933 | */
|
---|
934 | void gl_compute_spot_exp_table( struct gl_light *l )
|
---|
935 | {
|
---|
936 | int i;
|
---|
937 | double exponent = l->SpotExponent;
|
---|
938 | double tmp = 0;
|
---|
939 | int clamp = 0;
|
---|
940 |
|
---|
941 | l->SpotExpTable[0][0] = 0.0;
|
---|
942 |
|
---|
943 | for (i=EXP_TABLE_SIZE-1;i>0;i--) {
|
---|
944 | if (clamp == 0) {
|
---|
945 | tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent);
|
---|
946 | if (tmp < FLT_MIN*100.0) {
|
---|
947 | tmp = 0.0;
|
---|
948 | clamp = 1;
|
---|
949 | }
|
---|
950 | }
|
---|
951 | l->SpotExpTable[i][0] = tmp;
|
---|
952 | }
|
---|
953 | for (i=0;i<EXP_TABLE_SIZE-1;i++) {
|
---|
954 | l->SpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0];
|
---|
955 | }
|
---|
956 | l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
|
---|
957 | }
|
---|
958 |
|
---|
959 |
|
---|
960 |
|
---|
961 |
|
---|
962 | /* Calculate a new shine table. Doing this here saves a branch in
|
---|
963 | * lighting, and the cost of doing it early may be partially offset
|
---|
964 | * by keeping a MRU cache of shine tables for various shine values.
|
---|
965 | */
|
---|
966 | static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess )
|
---|
967 | {
|
---|
968 | int i;
|
---|
969 | GLfloat *m = tab->tab;
|
---|
970 |
|
---|
971 | m[0] = 0;
|
---|
972 | if (shininess == 0) {
|
---|
973 | for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++)
|
---|
974 | m[i] = 1;
|
---|
975 | } else {
|
---|
976 | for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) {
|
---|
977 | double t = pow( i/(GLfloat)SHINE_TABLE_SIZE, shininess );
|
---|
978 | m[i] = 0;
|
---|
979 | if (t > 1e-20) m[i] = t;
|
---|
980 | }
|
---|
981 | }
|
---|
982 |
|
---|
983 | tab->shininess = shininess;
|
---|
984 | }
|
---|
985 |
|
---|
986 | #define DISTSQR(a,b) ((a-b)*(a-b))
|
---|
987 |
|
---|
988 | void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
|
---|
989 | {
|
---|
990 | struct gl_shine_tab *list = ctx->ShineTabList;
|
---|
991 | struct gl_shine_tab *s;
|
---|
992 |
|
---|
993 | foreach(s, list)
|
---|
994 | if ( DISTSQR(s->shininess, shininess) < 1e-4 )
|
---|
995 | break;
|
---|
996 |
|
---|
997 | if (s == list)
|
---|
998 | {
|
---|
999 | foreach(s, list)
|
---|
1000 | if (s->refcount == 0) break;
|
---|
1001 |
|
---|
1002 | compute_shine_table( s, shininess );
|
---|
1003 | }
|
---|
1004 |
|
---|
1005 | ctx->ShineTable[i]->refcount--;
|
---|
1006 | ctx->ShineTable[i] = s;
|
---|
1007 | move_to_tail( list, s );
|
---|
1008 | s->refcount++;
|
---|
1009 | }
|
---|
1010 |
|
---|
1011 |
|
---|
1012 |
|
---|
1013 |
|
---|
1014 | void gl_reinit_light_attrib( GLcontext *ctx, struct gl_light_attrib *l )
|
---|
1015 | {
|
---|
1016 | GLuint i;
|
---|
1017 |
|
---|
1018 | if (ctx->ShineTable[0]->shininess != l->Material[0].Shininess) {
|
---|
1019 | gl_compute_shine_table( ctx, 0, l->Material[0].Shininess );
|
---|
1020 | gl_compute_shine_table( ctx, 2, l->Material[0].Shininess * .5 );
|
---|
1021 | }
|
---|
1022 |
|
---|
1023 | if (ctx->ShineTable[1]->shininess != l->Material[1].Shininess) {
|
---|
1024 | gl_compute_shine_table( ctx, 1, l->Material[1].Shininess );
|
---|
1025 | gl_compute_shine_table( ctx, 3, l->Material[1].Shininess * .5 );
|
---|
1026 | }
|
---|
1027 |
|
---|
1028 | make_empty_list( &l->EnabledList );
|
---|
1029 | for (i = 0 ; i < MAX_LIGHTS ; i++) {
|
---|
1030 | if (l->Light[i].Enabled)
|
---|
1031 | insert_at_tail( &l->EnabledList, &l->Light[i] );
|
---|
1032 | }
|
---|
1033 | }
|
---|
1034 |
|
---|
1035 |
|
---|
1036 |
|
---|
1037 | /*
|
---|
1038 | * Examine current lighting parameters to determine if the optimized lighting
|
---|
1039 | * function can be used.
|
---|
1040 | * Also, precompute some lighting values such as the products of light
|
---|
1041 | * source and material ambient, diffuse and specular coefficients.
|
---|
1042 | */
|
---|
1043 | void gl_update_lighting( GLcontext *ctx )
|
---|
1044 | {
|
---|
1045 | struct gl_light *light;
|
---|
1046 |
|
---|
1047 | ctx->Light.Flags = 0;
|
---|
1048 |
|
---|
1049 | foreach(light, &ctx->Light.EnabledList) {
|
---|
1050 |
|
---|
1051 | light->Flags = 0;
|
---|
1052 |
|
---|
1053 | if (light->EyePosition[3] != 0.0F)
|
---|
1054 | light->Flags |= LIGHT_POSITIONAL;
|
---|
1055 |
|
---|
1056 | if (LEN_SQUARED_3FV(light->Specular) > 1e-16)
|
---|
1057 | light->Flags |= LIGHT_SPECULAR;
|
---|
1058 |
|
---|
1059 | if (light->SpotCutoff != 180.0F)
|
---|
1060 | light->Flags |= LIGHT_SPOT;
|
---|
1061 |
|
---|
1062 | ctx->Light.Flags |= light->Flags;
|
---|
1063 | }
|
---|
1064 |
|
---|
1065 | ctx->Light.NeedVertices =
|
---|
1066 | ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
|
---|
1067 | (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) ||
|
---|
1068 | (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR)));
|
---|
1069 |
|
---|
1070 |
|
---|
1071 | /* Precompute some shading values.
|
---|
1072 | */
|
---|
1073 | if (ctx->Visual->RGBAflag)
|
---|
1074 | {
|
---|
1075 | GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1);
|
---|
1076 | GLuint side;
|
---|
1077 | for (side=0; side < sides; side++) {
|
---|
1078 | struct gl_material *mat = &ctx->Light.Material[side];
|
---|
1079 |
|
---|
1080 | COPY_3V(ctx->Light.BaseColor[side], mat->Emission);
|
---|
1081 | ACC_SCALE_3V(ctx->Light.BaseColor[side],
|
---|
1082 | ctx->Light.Model.Ambient,
|
---|
1083 | mat->Ambient);
|
---|
1084 |
|
---|
1085 | FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[side],
|
---|
1086 | ctx->Light.Material[side].Diffuse[3] );
|
---|
1087 | }
|
---|
1088 |
|
---|
1089 | foreach (light, &ctx->Light.EnabledList) {
|
---|
1090 | for (side=0; side< sides; side++) {
|
---|
1091 | struct gl_material *mat = &ctx->Light.Material[side];
|
---|
1092 | SCALE_3V( light->MatDiffuse[side], light->Diffuse, mat->Diffuse );
|
---|
1093 | SCALE_3V( light->MatAmbient[side], light->Ambient, mat->Ambient );
|
---|
1094 | ACC_3V( ctx->Light.BaseColor[side], light->MatAmbient[side] );
|
---|
1095 | if (light->Flags & LIGHT_SPECULAR)
|
---|
1096 | {
|
---|
1097 | SCALE_3V( light->MatSpecular[side], light->Specular,
|
---|
1098 | mat->Specular);
|
---|
1099 | light->IsMatSpecular[side] =
|
---|
1100 | (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16);
|
---|
1101 | }
|
---|
1102 | else
|
---|
1103 | light->IsMatSpecular[side] = 0;
|
---|
1104 | }
|
---|
1105 | }
|
---|
1106 | }
|
---|
1107 | else
|
---|
1108 | {
|
---|
1109 | static GLfloat ci[3] = { .30, .59, .11 };
|
---|
1110 |
|
---|
1111 | foreach(light, &ctx->Light.EnabledList) {
|
---|
1112 | light->dli = DOT3(ci, light->Diffuse);
|
---|
1113 | light->sli = DOT3(ci, light->Specular);
|
---|
1114 | }
|
---|
1115 | }
|
---|
1116 | }
|
---|
1117 |
|
---|
1118 | /* Need to seriously restrict the circumstances under which these
|
---|
1119 | * calc's are performed.
|
---|
1120 | */
|
---|
1121 | void gl_compute_light_positions( GLcontext *ctx )
|
---|
1122 | {
|
---|
1123 | struct gl_light *light;
|
---|
1124 |
|
---|
1125 | if (ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer) {
|
---|
1126 | GLfloat eye_z[3] = { 0, 0, 1 };
|
---|
1127 | if (!ctx->NeedEyeCoords) {
|
---|
1128 | TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m );
|
---|
1129 | } else {
|
---|
1130 | COPY_3V( ctx->EyeZDir, eye_z );
|
---|
1131 | }
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | foreach (light, &ctx->Light.EnabledList) {
|
---|
1135 |
|
---|
1136 | if (!ctx->NeedEyeCoords) {
|
---|
1137 | TRANSFORM_POINT( light->Position, ctx->ModelView.inv,
|
---|
1138 | light->EyePosition );
|
---|
1139 | } else {
|
---|
1140 | COPY_4FV( light->Position, light->EyePosition );
|
---|
1141 | }
|
---|
1142 |
|
---|
1143 | if (!(light->Flags & LIGHT_POSITIONAL))
|
---|
1144 | {
|
---|
1145 | /* VP (VP) = Normalize( Position ) */
|
---|
1146 | COPY_3V( light->VP_inf_norm, light->Position );
|
---|
1147 | NORMALIZE_3FV( light->VP_inf_norm );
|
---|
1148 |
|
---|
1149 | if (!ctx->Light.Model.LocalViewer)
|
---|
1150 | {
|
---|
1151 | /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
|
---|
1152 | ADD_3V( light->h_inf_norm, light->VP_inf_norm, ctx->EyeZDir);
|
---|
1153 | NORMALIZE_3FV( light->h_inf_norm );
|
---|
1154 | }
|
---|
1155 |
|
---|
1156 | light->VP_inf_spot_attenuation = 1.0;
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 | if (light->Flags & LIGHT_SPOT)
|
---|
1160 | {
|
---|
1161 | if (ctx->NeedEyeNormals) {
|
---|
1162 | COPY_3V( light->NormDirection, light->EyeDirection );
|
---|
1163 | } else {
|
---|
1164 | TRANSFORM_NORMAL( light->NormDirection,
|
---|
1165 | light->EyeDirection,
|
---|
1166 | ctx->ModelView.m);
|
---|
1167 | }
|
---|
1168 |
|
---|
1169 | NORMALIZE_3FV( light->NormDirection );
|
---|
1170 |
|
---|
1171 |
|
---|
1172 | /* Unlikely occurrance?
|
---|
1173 | */
|
---|
1174 | if (!(light->Flags & LIGHT_POSITIONAL)) {
|
---|
1175 | GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm,
|
---|
1176 | light->NormDirection);
|
---|
1177 |
|
---|
1178 | if (PV_dot_dir > light->CosCutoff) {
|
---|
1179 | double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
|
---|
1180 | int k = (int) x;
|
---|
1181 | light->VP_inf_spot_attenuation =
|
---|
1182 | (light->SpotExpTable[k][0] +
|
---|
1183 | (x-k)*light->SpotExpTable[k][1]);
|
---|
1184 | }
|
---|
1185 | else
|
---|
1186 | light->VP_inf_spot_attenuation = 0;
|
---|
1187 | }
|
---|
1188 | }
|
---|
1189 | }
|
---|
1190 | }
|
---|
1191 |
|
---|
1192 |
|
---|
1193 |
|
---|
1194 |
|
---|
1195 |
|
---|
1196 | void gl_update_normal_transform( GLcontext *ctx )
|
---|
1197 | {
|
---|
1198 | GLuint new_flag = 0;
|
---|
1199 | normal_func *last = ctx->NormalTransform;
|
---|
1200 |
|
---|
1201 | ctx->vb_rescale_factor = 1.0;
|
---|
1202 |
|
---|
1203 | if (ctx->NeedEyeCoords) {
|
---|
1204 | if (ctx->NeedNormals) {
|
---|
1205 | GLuint transform = NORM_TRANSFORM_NO_ROT;
|
---|
1206 |
|
---|
1207 | if (ctx->ModelView.flags & (MAT_FLAG_GENERAL |
|
---|
1208 | MAT_FLAG_ROTATION |
|
---|
1209 | MAT_FLAG_GENERAL_3D |
|
---|
1210 | MAT_FLAG_PERSPECTIVE))
|
---|
1211 | transform = NORM_TRANSFORM;
|
---|
1212 |
|
---|
1213 |
|
---|
1214 | new_flag = ctx->NewState & NEW_MODELVIEW;
|
---|
1215 | ctx->vb_rescale_factor = ctx->rescale_factor;
|
---|
1216 |
|
---|
1217 | if (ctx->Transform.Normalize)
|
---|
1218 | {
|
---|
1219 | ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE];
|
---|
1220 | }
|
---|
1221 | else if (ctx->Transform.RescaleNormals &&
|
---|
1222 | ctx->rescale_factor != 1.0)
|
---|
1223 | {
|
---|
1224 | ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE];
|
---|
1225 | }
|
---|
1226 | else
|
---|
1227 | {
|
---|
1228 | ctx->NormalTransform = gl_normal_tab[transform];
|
---|
1229 | }
|
---|
1230 | } else {
|
---|
1231 | ctx->NormalTransform = 0;
|
---|
1232 | }
|
---|
1233 | }
|
---|
1234 | else {
|
---|
1235 | if (ctx->NeedNormals) {
|
---|
1236 | ctx->vb_rescale_factor = 1.0/ctx->rescale_factor;
|
---|
1237 |
|
---|
1238 | if (ctx->Transform.Normalize)
|
---|
1239 | {
|
---|
1240 | ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE];
|
---|
1241 | }
|
---|
1242 | else if (!ctx->Transform.RescaleNormals &&
|
---|
1243 | ctx->rescale_factor != 1.0)
|
---|
1244 | {
|
---|
1245 | ctx->NormalTransform = gl_normal_tab[NORM_RESCALE];
|
---|
1246 | }
|
---|
1247 | else
|
---|
1248 | {
|
---|
1249 | ctx->NormalTransform = 0;
|
---|
1250 | }
|
---|
1251 | } else {
|
---|
1252 | ctx->NormalTransform = 0;
|
---|
1253 | }
|
---|
1254 | }
|
---|
1255 |
|
---|
1256 | if (last != ctx->NormalTransform || new_flag)
|
---|
1257 | ctx->NewState |= NEW_NORMAL_TRANSFORM;
|
---|
1258 | }
|
---|
1259 |
|
---|