| 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) {
|
|---|
| 391 | bitmask &= FRONT_MATERIAL_BITS;
|
|---|
| 392 | }
|
|---|
| 393 | else if (face==GL_BACK) {
|
|---|
| 394 | bitmask &= BACK_MATERIAL_BITS;
|
|---|
| 395 | }
|
|---|
| 396 | else if (face != GL_FRONT_AND_BACK) {
|
|---|
| 397 | gl_error( ctx, GL_INVALID_ENUM, where );
|
|---|
| 398 | return 0;
|
|---|
| 399 | }
|
|---|
| 400 |
|
|---|
| 401 | if (bitmask & ~legal) {
|
|---|
| 402 | gl_error( ctx, GL_INVALID_ENUM, where );
|
|---|
| 403 | return 0;
|
|---|
| 404 | }
|
|---|
| 405 |
|
|---|
| 406 | return bitmask;
|
|---|
| 407 | }
|
|---|
| 408 |
|
|---|
| 409 |
|
|---|
| 410 |
|
|---|
| 411 |
|
|---|
| 412 |
|
|---|
| 413 |
|
|---|
| 414 | /*
|
|---|
| 415 | * Check if the global material has to be updated with info that was
|
|---|
| 416 | * associated with a vertex via glMaterial.
|
|---|
| 417 | * This function is used when any material values get changed between
|
|---|
| 418 | * glBegin/glEnd either by calling glMaterial() or by calling glColor()
|
|---|
| 419 | * when GL_COLOR_MATERIAL is enabled.
|
|---|
| 420 | *
|
|---|
| 421 | * KW: Added code here to keep the precomputed variables uptodate.
|
|---|
| 422 | * This means we can use the faster shade functions when using
|
|---|
| 423 | * GL_COLOR_MATERIAL, and we can also now use the precomputed
|
|---|
| 424 | * values in the slower shading functions, which further offsets
|
|---|
| 425 | * the cost of doing this here.
|
|---|
| 426 | */
|
|---|
| 427 | void gl_update_material( GLcontext *ctx,
|
|---|
| 428 | struct gl_material *src,
|
|---|
| 429 | GLuint bitmask )
|
|---|
| 430 | {
|
|---|
| 431 | struct gl_light *light, *list = &ctx->Light.EnabledList;
|
|---|
| 432 | GLfloat tmp[4];
|
|---|
| 433 |
|
|---|
| 434 | if (ctx->Light.ColorMaterialEnabled)
|
|---|
| 435 | bitmask &= ~ctx->Light.ColorMaterialBitmask;
|
|---|
| 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 |
|
|---|