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authorKeith Whitwell <[email protected]>2000-11-05 18:40:57 +0000
committerKeith Whitwell <[email protected]>2000-11-05 18:40:57 +0000
commit14940c4ffe066a8b85bc14274c19ad3d8e334d61 (patch)
treef131b862b3215f81e638100c86736330c0dd592b /src/mesa/main/light.c
parent1e885f6e6ce9c46c3220eb0472bdfe2aa7946596 (diff)
- Changes for new software rasterizer modules
- Remove support for choosing software fallbacks from core code - Remove partial fallback code from vbrender.c -- drivers are now expected to be able to find a triangle/quad function for every state, even if they have to use _swsetup_Triangle or _swsetup_Quad. - Marked derived variables in the GLcontext struct with a leading underscore '_'.
Diffstat (limited to 'src/mesa/main/light.c')
-rw-r--r--src/mesa/main/light.c240
1 files changed, 120 insertions, 120 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c
index 710c90e0cd7..123ae89adee 100644
--- a/src/mesa/main/light.c
+++ b/src/mesa/main/light.c
@@ -1,4 +1,4 @@
-/* $Id: light.c,v 1.22 2000/10/30 13:32:00 keithw Exp $ */
+/* $Id: light.c,v 1.23 2000/11/05 18:40:58 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -63,9 +63,9 @@ _mesa_ShadeModel( GLenum mode )
if (ctx->Light.ShadeModel != mode) {
ctx->Light.ShadeModel = mode;
if (ctx->Light.ShadeModel == GL_FLAT)
- SET_BITS(ctx->TriangleCaps, DD_FLATSHADE);
+ SET_BITS(ctx->_TriangleCaps, DD_FLATSHADE);
else
- CLEAR_BITS(ctx->TriangleCaps, DD_FLATSHADE);
+ CLEAR_BITS(ctx->_TriangleCaps, DD_FLATSHADE);
ctx->NewState |= _NEW_LIGHT;
@@ -150,9 +150,9 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
return;
}
ctx->Light.Light[l].SpotCutoff = params[0];
- ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD);
- if (ctx->Light.Light[l].CosCutoff < 0)
- ctx->Light.Light[l].CosCutoff = 0;
+ ctx->Light.Light[l]._CosCutoff = cos(params[0]*DEG2RAD);
+ if (ctx->Light.Light[l]._CosCutoff < 0)
+ ctx->Light.Light[l]._CosCutoff = 0;
nParams = 1;
break;
case GL_CONSTANT_ATTENUATION:
@@ -389,11 +389,11 @@ _mesa_LightModelfv( GLenum pname, const GLfloat *params )
if (params[0] == (GLfloat) GL_SINGLE_COLOR) {
ctx->Light.Model.ColorControl = GL_SINGLE_COLOR;
if (!ctx->Fog.ColorSumEnabled)
- CLEAR_BITS(ctx->TriangleCaps, DD_SEPERATE_SPECULAR);
+ CLEAR_BITS(ctx->_TriangleCaps, DD_SEPERATE_SPECULAR);
}
else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) {
ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR;
- SET_BITS(ctx->TriangleCaps, DD_SEPERATE_SPECULAR);
+ SET_BITS(ctx->_TriangleCaps, DD_SEPERATE_SPECULAR);
}
else {
gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" );
@@ -561,27 +561,27 @@ void gl_update_material( GLcontext *ctx,
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Ambient, src[0].Ambient );
foreach (light, list) {
- SCALE_3V( light->MatAmbient[0], light->Ambient, src[0].Ambient);
+ SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient);
}
}
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Ambient, src[1].Ambient );
foreach (light, list) {
- SCALE_3V( light->MatAmbient[1], light->Ambient, src[1].Ambient);
+ SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient);
}
}
/* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[0];
- COPY_3V( ctx->Light.BaseColor[0], mat->Emission );
- ACC_SCALE_3V( ctx->Light.BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
+ COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
}
if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[1];
- COPY_3V( ctx->Light.BaseColor[1], mat->Emission );
- ACC_SCALE_3V( ctx->Light.BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
+ COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
}
/* update material diffuse values */
@@ -590,20 +590,20 @@ void gl_update_material( GLcontext *ctx,
GLfloat tmp[4];
SUB_3V( tmp, src[0].Diffuse, mat->Diffuse );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
+ ACC_SCALE_3V( light->_MatDiffuse[0], light->Diffuse, tmp );
}
COPY_4FV( mat->Diffuse, src[0].Diffuse );
- FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
+ FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
GLfloat tmp[4];
SUB_3V( tmp, src[1].Diffuse, mat->Diffuse );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
+ ACC_SCALE_3V( light->_MatDiffuse[1], light->Diffuse, tmp );
}
COPY_4FV( mat->Diffuse, src[1].Diffuse );
- FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
+ FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
}
/* update material specular values */
@@ -612,10 +612,10 @@ void gl_update_material( GLcontext *ctx,
GLfloat tmp[4];
SUB_3V( tmp, src[0].Specular, mat->Specular );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
- light->IsMatSpecular[0] =
- (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
+ if (light->_Flags & LIGHT_SPECULAR) {
+ ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, tmp );
+ light->_IsMatSpecular[0] =
+ (LEN_SQUARED_3FV(light->_MatSpecular[0]) > 1e-16);
}
}
COPY_4FV( mat->Specular, src[0].Specular );
@@ -625,10 +625,10 @@ void gl_update_material( GLcontext *ctx,
GLfloat tmp[4];
SUB_3V( tmp, src[1].Specular, mat->Specular );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
- light->IsMatSpecular[1] =
- (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
+ if (light->_Flags & LIGHT_SPECULAR) {
+ ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, tmp );
+ light->_IsMatSpecular[1] =
+ (LEN_SQUARED_3FV(light->_MatSpecular[1]) > 1e-16);
}
}
COPY_4FV( mat->Specular, src[1].Specular );
@@ -712,11 +712,11 @@ void gl_update_color_material( GLcontext *ctx,
COPY_4FV( mat->Emission, color );
}
- /* update light->MatAmbient = light's ambient * material's ambient */
+ /* update light->_MatAmbient = light's ambient * material's ambient */
if (bitmask & FRONT_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
foreach (light, list) {
- SCALE_3V( light->MatAmbient[0], light->Ambient, color);
+ SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
@@ -724,7 +724,7 @@ void gl_update_color_material( GLcontext *ctx,
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
foreach (light, list) {
- SCALE_3V( light->MatAmbient[1], light->Ambient, color);
+ SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
@@ -732,26 +732,26 @@ void gl_update_color_material( GLcontext *ctx,
/* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[0];
- COPY_3V( ctx->Light.BaseColor[0], mat->Emission );
- ACC_SCALE_3V( ctx->Light.BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
+ COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
}
if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[1];
- COPY_3V( ctx->Light.BaseColor[1], mat->Emission );
- ACC_SCALE_3V( ctx->Light.BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
+ COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
+ ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
}
- /* update light->MatDiffuse = light's diffuse * material's diffuse */
+ /* update light->_MatDiffuse = light's diffuse * material's diffuse */
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
GLfloat tmp[4];
SUB_3V( tmp, color, mat->Diffuse );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp );
+ ACC_SCALE_3V( light->_MatDiffuse[0], light->Diffuse, tmp );
}
COPY_4FV( mat->Diffuse, color );
- FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[0], mat->Diffuse[3]);
+ FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[0], mat->Diffuse[3]);
}
if (bitmask & BACK_DIFFUSE_BIT) {
@@ -759,22 +759,22 @@ void gl_update_color_material( GLcontext *ctx,
GLfloat tmp[4];
SUB_3V( tmp, color, mat->Diffuse );
foreach (light, list) {
- ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp );
+ ACC_SCALE_3V( light->_MatDiffuse[1], light->Diffuse, tmp );
}
COPY_4FV( mat->Diffuse, color );
- FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[1], mat->Diffuse[3]);
+ FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[1], mat->Diffuse[3]);
}
- /* update light->MatSpecular = light's specular * material's specular */
+ /* update light->_MatSpecular = light's specular * material's specular */
if (bitmask & FRONT_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
GLfloat tmp[4];
SUB_3V( tmp, color, mat->Specular );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp );
- light->IsMatSpecular[0] =
- (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16);
+ if (light->_Flags & LIGHT_SPECULAR) {
+ ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, tmp );
+ light->_IsMatSpecular[0] =
+ (LEN_SQUARED_3FV(light->_MatSpecular[0]) > 1e-16);
}
}
COPY_4FV( mat->Specular, color );
@@ -785,10 +785,10 @@ void gl_update_color_material( GLcontext *ctx,
GLfloat tmp[4];
SUB_3V( tmp, color, mat->Specular );
foreach (light, list) {
- if (light->Flags & LIGHT_SPECULAR) {
- ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp );
- light->IsMatSpecular[1] =
- (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16);
+ if (light->_Flags & LIGHT_SPECULAR) {
+ ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, tmp );
+ light->_IsMatSpecular[1] =
+ (LEN_SQUARED_3FV(light->_MatSpecular[1]) > 1e-16);
}
}
COPY_4FV( mat->Specular, color );
@@ -1109,10 +1109,10 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
* IF P[3]==0 THEN
* // light at infinity
* IF local_viewer THEN
- * VP_inf_norm = unit vector from V to P // Precompute
+ * _VP_inf_norm = unit vector from V to P // Precompute
* ELSE
* // eye at infinity
- * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
+ * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
* ENDIF
* ENDIF
*
@@ -1135,7 +1135,7 @@ gl_compute_spot_exp_table( struct gl_light *l )
GLdouble tmp = 0;
GLint clamp = 0;
- l->SpotExpTable[0][0] = 0.0;
+ l->_SpotExpTable[0][0] = 0.0;
for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
if (clamp == 0) {
@@ -1145,12 +1145,12 @@ gl_compute_spot_exp_table( struct gl_light *l )
clamp = 1;
}
}
- l->SpotExpTable[i][0] = tmp;
+ l->_SpotExpTable[i][0] = tmp;
}
for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
- l->SpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0];
+ l->_SpotExpTable[i][1] = l->_SpotExpTable[i+1][0] - l->_SpotExpTable[i][0];
}
- l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
+ l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
}
@@ -1190,7 +1190,7 @@ void
gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
{
#define DISTSQR(a,b) ((a-b)*(a-b))
- struct gl_shine_tab *list = ctx->ShineTabList;
+ struct gl_shine_tab *list = ctx->_ShineTabList;
struct gl_shine_tab *s;
foreach(s, list)
@@ -1205,8 +1205,8 @@ gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess )
compute_shine_table( s, shininess );
}
- ctx->ShineTable[i]->refcount--;
- ctx->ShineTable[i] = s;
+ ctx->_ShineTable[i]->refcount--;
+ ctx->_ShineTable[i] = s;
move_to_tail( list, s );
s->refcount++;
#undef DISTSQR
@@ -1226,68 +1226,68 @@ gl_update_lighting( GLcontext *ctx )
{
struct gl_light *light;
- ctx->Light.Flags = 0;
+ ctx->Light._Flags = 0;
foreach(light, &ctx->Light.EnabledList) {
- light->Flags = 0;
+ light->_Flags = 0;
if (light->EyePosition[3] != 0.0F)
- light->Flags |= LIGHT_POSITIONAL;
+ light->_Flags |= LIGHT_POSITIONAL;
if (LEN_SQUARED_3FV(light->Specular) > 1e-16)
- light->Flags |= LIGHT_SPECULAR;
+ light->_Flags |= LIGHT_SPECULAR;
if (light->SpotCutoff != 180.0F)
- light->Flags |= LIGHT_SPOT;
+ light->_Flags |= LIGHT_SPOT;
- ctx->Light.Flags |= light->Flags;
+ ctx->Light._Flags |= light->_Flags;
}
- ctx->Light.NeedVertices =
- ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
+ ctx->Light._NeedVertices =
+ ((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
(ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) ||
- (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR)));
+ (ctx->Light.Model.LocalViewer && (ctx->Light._Flags & LIGHT_SPECULAR)));
/* Precompute some shading values.
*/
if (ctx->Visual.RGBAflag) {
- GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1);
+ GLuint sides = ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1);
GLuint side;
for (side=0; side < sides; side++) {
struct gl_material *mat = &ctx->Light.Material[side];
- COPY_3V(ctx->Light.BaseColor[side], mat->Emission);
- ACC_SCALE_3V(ctx->Light.BaseColor[side],
+ COPY_3V(ctx->Light._BaseColor[side], mat->Emission);
+ ACC_SCALE_3V(ctx->Light._BaseColor[side],
ctx->Light.Model.Ambient,
mat->Ambient);
- FLOAT_COLOR_TO_CHAN(ctx->Light.BaseAlpha[side],
+ FLOAT_COLOR_TO_CHAN(ctx->Light._BaseAlpha[side],
ctx->Light.Material[side].Diffuse[3] );
}
foreach (light, &ctx->Light.EnabledList) {
for (side=0; side< sides; side++) {
const struct gl_material *mat = &ctx->Light.Material[side];
- SCALE_3V( light->MatDiffuse[side], light->Diffuse, mat->Diffuse );
- SCALE_3V( light->MatAmbient[side], light->Ambient, mat->Ambient );
- if (light->Flags & LIGHT_SPECULAR) {
- SCALE_3V( light->MatSpecular[side], light->Specular,
+ SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse );
+ SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient );
+ if (light->_Flags & LIGHT_SPECULAR) {
+ SCALE_3V( light->_MatSpecular[side], light->Specular,
mat->Specular);
- light->IsMatSpecular[side] =
- (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16);
+ light->_IsMatSpecular[side] =
+ (LEN_SQUARED_3FV(light->_MatSpecular[side]) > 1e-16);
}
else
- light->IsMatSpecular[side] = 0;
+ light->_IsMatSpecular[side] = 0;
}
}
}
else {
static const GLfloat ci[3] = { .30, .59, .11 };
foreach(light, &ctx->Light.EnabledList) {
- light->dli = DOT3(ci, light->Diffuse);
- light->sli = DOT3(ci, light->Specular);
+ light->_dli = DOT3(ci, light->Diffuse);
+ light->_sli = DOT3(ci, light->Specular);
}
}
}
@@ -1304,65 +1304,65 @@ gl_compute_light_positions( GLcontext *ctx )
if (1 /*ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer*/) {
static const GLfloat eye_z[3] = { 0, 0, 1 };
- if (ctx->NeedEyeCoords) {
- COPY_3V( ctx->EyeZDir, eye_z );
+ if (ctx->_NeedEyeCoords) {
+ COPY_3V( ctx->_EyeZDir, eye_z );
}
else {
- TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m );
+ TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelView.m );
}
}
foreach (light, &ctx->Light.EnabledList) {
- if (ctx->NeedEyeCoords) {
- COPY_4FV( light->Position, light->EyePosition );
+ if (ctx->_NeedEyeCoords) {
+ COPY_4FV( light->_Position, light->EyePosition );
}
else {
- TRANSFORM_POINT( light->Position, ctx->ModelView.inv,
+ TRANSFORM_POINT( light->_Position, ctx->ModelView.inv,
light->EyePosition );
}
- if (!(light->Flags & LIGHT_POSITIONAL)) {
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
/* VP (VP) = Normalize( Position ) */
- COPY_3V( light->VP_inf_norm, light->Position );
- NORMALIZE_3FV( light->VP_inf_norm );
+ COPY_3V( light->_VP_inf_norm, light->_Position );
+ NORMALIZE_3FV( light->_VP_inf_norm );
if (!ctx->Light.Model.LocalViewer) {
- /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
- ADD_3V( light->h_inf_norm, light->VP_inf_norm, ctx->EyeZDir);
- NORMALIZE_3FV( light->h_inf_norm );
+ /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
+ ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
+ NORMALIZE_3FV( light->_h_inf_norm );
}
- light->VP_inf_spot_attenuation = 1.0;
+ light->_VP_inf_spot_attenuation = 1.0;
}
- if (light->Flags & LIGHT_SPOT) {
- if (ctx->NeedEyeNormals) {
- COPY_3V( light->NormDirection, light->EyeDirection );
+ if (light->_Flags & LIGHT_SPOT) {
+ if (ctx->_NeedEyeNormals) {
+ COPY_3V( light->_NormDirection, light->EyeDirection );
}
else {
- TRANSFORM_NORMAL( light->NormDirection,
+ TRANSFORM_NORMAL( light->_NormDirection,
light->EyeDirection,
ctx->ModelView.m);
}
- NORMALIZE_3FV( light->NormDirection );
+ NORMALIZE_3FV( light->_NormDirection );
/* Unlikely occurrance?
*/
- if (!(light->Flags & LIGHT_POSITIONAL)) {
- GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm,
- light->NormDirection);
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
+ light->_NormDirection);
- if (PV_dot_dir > light->CosCutoff) {
+ if (PV_dot_dir > light->_CosCutoff) {
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
int k = (int) x;
- light->VP_inf_spot_attenuation =
- (light->SpotExpTable[k][0] +
- (x-k)*light->SpotExpTable[k][1]);
+ light->_VP_inf_spot_attenuation =
+ (light->_SpotExpTable[k][0] +
+ (x-k)*light->_SpotExpTable[k][1]);
}
else {
- light->VP_inf_spot_attenuation = 0;
+ light->_VP_inf_spot_attenuation = 0;
}
}
}
@@ -1373,10 +1373,10 @@ gl_compute_light_positions( GLcontext *ctx )
void
gl_update_normal_transform( GLcontext *ctx )
{
- ctx->vb_rescale_factor = 1.0;
+ ctx->_vb_rescale_factor = 1.0;
- if (ctx->NeedEyeCoords) {
- if (ctx->NeedNormals) {
+ if (ctx->_NeedEyeCoords) {
+ if (ctx->_NeedNormals) {
GLuint transform = NORM_TRANSFORM_NO_ROT;
if (ctx->ModelView.flags & (MAT_FLAG_GENERAL |
@@ -1385,40 +1385,40 @@ gl_update_normal_transform( GLcontext *ctx )
MAT_FLAG_PERSPECTIVE))
transform = NORM_TRANSFORM;
- ctx->vb_rescale_factor = ctx->rescale_factor;
+ ctx->_vb_rescale_factor = ctx->_rescale_factor;
if (ctx->Transform.Normalize) {
- ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE];
+ ctx->_NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE];
}
else if (ctx->Transform.RescaleNormals &&
- ctx->rescale_factor != 1.0) {
- ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE];
+ ctx->_rescale_factor != 1.0) {
+ ctx->_NormalTransform = gl_normal_tab[transform | NORM_RESCALE];
}
else {
- ctx->NormalTransform = gl_normal_tab[transform];
+ ctx->_NormalTransform = gl_normal_tab[transform];
}
}
else {
- ctx->NormalTransform = 0;
+ ctx->_NormalTransform = 0;
}
}
else {
- if (ctx->NeedNormals) {
- ctx->vb_rescale_factor = 1.0/ctx->rescale_factor;
+ if (ctx->_NeedNormals) {
+ ctx->_vb_rescale_factor = 1.0/ctx->_rescale_factor;
if (ctx->Transform.Normalize) {
- ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE];
+ ctx->_NormalTransform = gl_normal_tab[NORM_NORMALIZE];
}
else if (!ctx->Transform.RescaleNormals &&
- ctx->rescale_factor != 1.0) {
- ctx->NormalTransform = gl_normal_tab[NORM_RESCALE];
+ ctx->_rescale_factor != 1.0) {
+ ctx->_NormalTransform = gl_normal_tab[NORM_RESCALE];
}
else {
- ctx->NormalTransform = 0;
+ ctx->_NormalTransform = 0;
}
}
else {
- ctx->NormalTransform = 0;
+ ctx->_NormalTransform = 0;
}
}
}