diff options
author | Keith Whitwell <[email protected]> | 2000-11-13 20:02:56 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2000-11-13 20:02:56 +0000 |
commit | 1e1aac034c986a08248861363c0baa27dc2ae2d5 (patch) | |
tree | d6aa2dd575eae913007d089928d765be8c867126 /src/mesa/main/light.c | |
parent | 6b8ae62d6b6a3b06c51628123fc30634cacf9c7c (diff) |
Cleanup of derived state calculation prior to seperating software T&L
into a new directory. Specifically the handling of changes to lighting
lighting space (light in model vs. light in eye) have been revamped.
Moved several derived values used only by swrast into that directory.
Removed direct calls to swrast_flush() from vbrender.c -- pushed into
ctx->Driver.RenderFinish.
Optimized flat-shading case in swrast_setup.
Diffstat (limited to 'src/mesa/main/light.c')
-rw-r--r-- | src/mesa/main/light.c | 254 |
1 files changed, 123 insertions, 131 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index 123ae89adee..e5159253e6a 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -1,4 +1,4 @@ -/* $Id: light.c,v 1.23 2000/11/05 18:40:58 keithw Exp $ */ +/* $Id: light.c,v 1.24 2000/11/13 20:02:56 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -91,93 +91,85 @@ void _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); - GLint l; - GLint nParams; + GLint i = (GLint) (light - GL_LIGHT0); + struct gl_light *l = &ctx->Light.Light[i]; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight"); - l = (GLint) (light - GL_LIGHT0); - - if (l < 0 || l >= MAX_LIGHTS) { + if (i < 0 || i >= MAX_LIGHTS) { gl_error( ctx, GL_INVALID_ENUM, "glLight" ); return; } switch (pname) { case GL_AMBIENT: - COPY_4V( ctx->Light.Light[l].Ambient, params ); - nParams = 4; + COPY_4V( l->Ambient, params ); break; case GL_DIFFUSE: - COPY_4V( ctx->Light.Light[l].Diffuse, params ); - nParams = 4; + COPY_4V( l->Diffuse, params ); break; case GL_SPECULAR: - COPY_4V( ctx->Light.Light[l].Specular, params ); - nParams = 4; + COPY_4V( l->Specular, params ); break; case GL_POSITION: /* transform position by ModelView matrix */ - TRANSFORM_POINT( ctx->Light.Light[l].EyePosition, - ctx->ModelView.m, - params ); - nParams = 4; + TRANSFORM_POINT( l->EyePosition, ctx->ModelView.m, params ); + if (l->EyePosition[3] != 0.0F) + l->_Flags |= LIGHT_POSITIONAL; + else + l->_Flags &= ~LIGHT_POSITIONAL; break; case GL_SPOT_DIRECTION: /* transform direction by inverse modelview */ if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) { gl_matrix_analyze( &ctx->ModelView ); } - TRANSFORM_NORMAL( ctx->Light.Light[l].EyeDirection, - params, - ctx->ModelView.inv ); - nParams = 3; + TRANSFORM_NORMAL( l->EyeDirection, params, ctx->ModelView.inv ); break; case GL_SPOT_EXPONENT: if (params[0]<0.0 || params[0]>128.0) { gl_error( ctx, GL_INVALID_VALUE, "glLight" ); return; } - if (ctx->Light.Light[l].SpotExponent != params[0]) { - ctx->Light.Light[l].SpotExponent = params[0]; - gl_compute_spot_exp_table( &ctx->Light.Light[l] ); + if (l->SpotExponent != params[0]) { + l->SpotExponent = params[0]; + gl_compute_spot_exp_table( l ); } - nParams = 1; break; case GL_SPOT_CUTOFF: if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) { gl_error( ctx, GL_INVALID_VALUE, "glLight" ); 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; - nParams = 1; + l->SpotCutoff = params[0]; + l->_CosCutoff = cos(params[0]*DEG2RAD); + if (l->_CosCutoff < 0) + l->_CosCutoff = 0; + if (l->SpotCutoff != 180.0F) + l->_Flags |= LIGHT_SPOT; + else + l->_Flags &= ~LIGHT_SPOT; break; case GL_CONSTANT_ATTENUATION: if (params[0]<0.0) { gl_error( ctx, GL_INVALID_VALUE, "glLight" ); return; } - ctx->Light.Light[l].ConstantAttenuation = params[0]; - nParams = 1; + l->ConstantAttenuation = params[0]; break; case GL_LINEAR_ATTENUATION: if (params[0]<0.0) { gl_error( ctx, GL_INVALID_VALUE, "glLight" ); return; } - ctx->Light.Light[l].LinearAttenuation = params[0]; - nParams = 1; + l->LinearAttenuation = params[0]; break; case GL_QUADRATIC_ATTENUATION: if (params[0]<0.0) { gl_error( ctx, GL_INVALID_VALUE, "glLight" ); return; } - ctx->Light.Light[l].QuadraticAttenuation = params[0]; - nParams = 1; + l->QuadraticAttenuation = params[0]; break; default: gl_error( ctx, GL_INVALID_ENUM, "glLight" ); @@ -185,7 +177,7 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) } if (ctx->Driver.Lightfv) - ctx->Driver.Lightfv( ctx, light, pname, params, nParams ); + ctx->Driver.Lightfv( ctx, light, pname, params ); ctx->NewState |= _NEW_LIGHT; } @@ -612,11 +604,9 @@ 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); - } + 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 ); } @@ -625,11 +615,9 @@ 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); - } + 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 ); } @@ -771,11 +759,9 @@ 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[0], light->Specular, tmp ); - light->_IsMatSpecular[0] = - (LEN_SQUARED_3FV(light->_MatSpecular[0]) > 1e-16); - } + 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 ); } @@ -785,11 +771,9 @@ 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); - } + 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 ); } @@ -1225,35 +1209,45 @@ void gl_update_lighting( GLcontext *ctx ) { struct gl_light *light; - + ctx->_TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL); + ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT; + ctx->_NeedNormals &= ~NEED_NORMALS_LIGHT; ctx->Light._Flags = 0; + + if (!ctx->Light.Enabled) + return; - foreach(light, &ctx->Light.EnabledList) { - - light->_Flags = 0; + ctx->_NeedNormals |= NEED_NORMALS_LIGHT; - if (light->EyePosition[3] != 0.0F) - light->_Flags |= LIGHT_POSITIONAL; - - if (LEN_SQUARED_3FV(light->Specular) > 1e-16) - light->_Flags |= LIGHT_SPECULAR; - - if (light->SpotCutoff != 180.0F) - light->_Flags |= LIGHT_SPOT; + if (ctx->Light.Model.TwoSide) + ctx->_TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL); + foreach(light, &ctx->Light.EnabledList) { ctx->Light._Flags |= light->_Flags; } 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.ColorControl == GL_SEPARATE_SPECULAR_COLOR || + ctx->Light.Model.LocalViewer); + + if ((ctx->Light._Flags & LIGHT_POSITIONAL) || + ctx->Light.Model.LocalViewer) + ctx->_NeedEyeCoords |= NEED_EYE_LIGHT; + + + /* XXX: This test is overkill & needs to be fixed both for software and + * hardware t&l drivers. The above should be sufficient & should + * be tested to verify this. + */ + if (ctx->Light._NeedVertices) + ctx->_NeedEyeCoords |= NEED_EYE_LIGHT; + /* Precompute some shading values. */ if (ctx->Visual.RGBAflag) { - GLuint sides = ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1); + GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1; GLuint side; for (side=0; side < sides; side++) { struct gl_material *mat = &ctx->Light.Material[side]; @@ -1272,14 +1266,10 @@ gl_update_lighting( GLcontext *ctx ) 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, - mat->Specular); - light->_IsMatSpecular[side] = - (LEN_SQUARED_3FV(light->_MatSpecular[side]) > 1e-16); - } - else - light->_IsMatSpecular[side] = 0; + SCALE_3V( light->_MatSpecular[side], light->Specular, + mat->Specular); + light->_IsMatSpecular[side] = + (LEN_SQUARED_3FV(light->_MatSpecular[side]) > 1e-16); } } } @@ -1290,28 +1280,34 @@ gl_update_lighting( GLcontext *ctx ) light->_sli = DOT3(ci, light->Specular); } } -} + gl_update_lighting_function(ctx); +} -/* Need to seriously restrict the circumstances under which these - * calc's are performed. +/* _NEW_MODELVIEW + * _NEW_LIGHT + * _TNL_NEW_NEED_EYE_COORDS + * + * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled. + * Also update on lighting space changes. */ void gl_compute_light_positions( GLcontext *ctx ) { struct gl_light *light; - - 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 ); - } - else { - TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelView.m ); - } - } + static const GLfloat eye_z[3] = { 0, 0, 1 }; + + if (!ctx->Light.Enabled) + return; + if (ctx->_NeedEyeCoords) { + COPY_3V( ctx->_EyeZDir, eye_z ); + } + else { + TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelView.m ); + } + foreach (light, &ctx->Light.EnabledList) { if (ctx->_NeedEyeCoords) { @@ -1336,7 +1332,7 @@ gl_compute_light_positions( GLcontext *ctx ) } if (light->_Flags & LIGHT_SPOT) { - if (ctx->_NeedEyeNormals) { + if (ctx->_NeedEyeCoords) { COPY_3V( light->_NormDirection, light->EyeDirection ); } else { @@ -1347,9 +1343,6 @@ gl_compute_light_positions( GLcontext *ctx ) NORMALIZE_3FV( light->_NormDirection ); - - /* Unlikely occurrance? - */ if (!(light->_Flags & LIGHT_POSITIONAL)) { GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm, light->_NormDirection); @@ -1370,52 +1363,51 @@ gl_compute_light_positions( GLcontext *ctx ) } +/* _NEW_TRANSFORM + * _NEW_MODELVIEW + * _TNL_NEW_NEED_NORMALS + * _TNL_NEW_NEED_EYE_COORDS + * + * Update on (_NEW_TRANSFORM|_NEW_MODELVIEW) + * And also on NewLightingSpaces() callback. + */ void gl_update_normal_transform( GLcontext *ctx ) { - ctx->_vb_rescale_factor = 1.0; + + if (!ctx->_NeedNormals) { + ctx->_NormalTransform = 0; + return; + } if (ctx->_NeedEyeCoords) { - if (ctx->_NeedNormals) { - GLuint transform = NORM_TRANSFORM_NO_ROT; - - if (ctx->ModelView.flags & (MAT_FLAG_GENERAL | - MAT_FLAG_ROTATION | - MAT_FLAG_GENERAL_3D | - MAT_FLAG_PERSPECTIVE)) - transform = NORM_TRANSFORM; + GLuint transform = NORM_TRANSFORM_NO_ROT; + + if (ctx->ModelView.flags & (MAT_FLAG_GENERAL | + MAT_FLAG_ROTATION | + MAT_FLAG_GENERAL_3D | + MAT_FLAG_PERSPECTIVE)) + transform = NORM_TRANSFORM; - ctx->_vb_rescale_factor = ctx->_rescale_factor; - if (ctx->Transform.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]; - } - else { - ctx->_NormalTransform = gl_normal_tab[transform]; - } + if (ctx->Transform.Normalize) { + ctx->_NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE]; + } + else if (ctx->Transform.RescaleNormals && + ctx->_ModelViewInvScale != 1.0) { + ctx->_NormalTransform = gl_normal_tab[transform | NORM_RESCALE]; } else { - ctx->_NormalTransform = 0; + ctx->_NormalTransform = gl_normal_tab[transform]; } } else { - if (ctx->_NeedNormals) { - ctx->_vb_rescale_factor = 1.0/ctx->_rescale_factor; - - if (ctx->Transform.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]; - } - else { - ctx->_NormalTransform = 0; - } + if (ctx->Transform.Normalize) { + ctx->_NormalTransform = gl_normal_tab[NORM_NORMALIZE]; + } + else if (!ctx->Transform.RescaleNormals && + ctx->_ModelViewInvScale != 1.0) { + ctx->_NormalTransform = gl_normal_tab[NORM_RESCALE]; } else { ctx->_NormalTransform = 0; |