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authorBrian Paul <[email protected]>2001-06-26 21:15:35 +0000
committerBrian Paul <[email protected]>2001-06-26 21:15:35 +0000
commitacc722d4b890da7ed0ede24751e2bcaf28cc1468 (patch)
tree38472ec2d8479c98189f2ce0f4e365ece59ea14e /src/mesa/main/rastpos.c
parent33170eeb185f5fe766374a749464497cdfab6931 (diff)
More raster fog coord fixes.
New truncate vs. floor comments in drawpixels.c Added current raster secondary color state, not used yet.
Diffstat (limited to 'src/mesa/main/rastpos.c')
-rw-r--r--src/mesa/main/rastpos.c64
1 files changed, 42 insertions, 22 deletions
diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c
index c4f87c2ba4f..348cfa7c0a8 100644
--- a/src/mesa/main/rastpos.c
+++ b/src/mesa/main/rastpos.c
@@ -1,4 +1,4 @@
-/* $Id: rastpos.c,v 1.27 2001/06/26 01:32:48 brianp Exp $ */
+/* $Id: rastpos.c,v 1.28 2001/06/26 21:15:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -110,22 +110,30 @@ userclip_point( GLcontext* ctx, const GLfloat v[] )
/* This has been split off to allow the normal shade routines to
* get a little closer to the vertex buffer, and to use the
* GLvector objects directly.
+ * Input: ctx - the context
+ * vertex - vertex location
+ * normal - normal vector
+ * Output: Rcolor - returned color
+ * Rspec - returned specular color (if separate specular enabled)
+ * Rindex - returned color index
*/
static void
shade_rastpos(GLcontext *ctx,
const GLfloat vertex[4],
const GLfloat normal[3],
GLfloat Rcolor[4],
- GLuint *index)
+ GLfloat Rspec[4],
+ GLuint *Rindex)
{
GLfloat (*base)[3] = ctx->Light._BaseColor;
const GLfloat *sumA = ctx->Light._BaseAlpha;
struct gl_light *light;
- GLfloat color[4];
+ GLfloat diffuseColor[4], specularColor[4];
GLfloat diffuse = 0, specular = 0;
- COPY_3V(color, base[0]);
- color[3] = sumA[0];
+ COPY_3V(diffuseColor, base[0]);
+ diffuseColor[3] = sumA[0];
+ ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
foreach (light, &ctx->Light.EnabledList) {
GLfloat n_dot_h;
@@ -133,7 +141,7 @@ shade_rastpos(GLcontext *ctx,
GLfloat VP[3];
GLfloat n_dot_VP;
GLfloat *h;
- GLfloat contrib[3];
+ GLfloat diffuseContrib[3], specularContrib[3];
GLboolean normalized;
if (!(light->_Flags & LIGHT_POSITIONAL)) {
@@ -176,13 +184,14 @@ shade_rastpos(GLcontext *ctx,
n_dot_VP = DOT3( normal, VP );
if (n_dot_VP < 0.0F) {
- ACC_SCALE_SCALAR_3V(color, attenuation, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
continue;
}
- COPY_3V(contrib, light->_MatAmbient[0]);
- ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[0]);
+ COPY_3V(diffuseContrib, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
diffuse += n_dot_VP * light->_dli * attenuation;
+ ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
{
if (ctx->Light.Model.LocalViewer) {
@@ -206,7 +215,7 @@ shade_rastpos(GLcontext *ctx,
n_dot_h = DOT3(normal, h);
if (n_dot_h > 0.0F) {
- struct gl_material *mat = &ctx->Light.Material[0];
+ const struct gl_material *mat = &ctx->Light.Material[0];
GLfloat spec_coef;
GLfloat shininess = mat->Shininess;
@@ -219,21 +228,32 @@ shade_rastpos(GLcontext *ctx,
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
if (spec_coef > 1.0e-10) {
- ACC_SCALE_SCALAR_3V( contrib, spec_coef,
- light->_MatSpecular[0]);
+ if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
+ ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
+ light->_MatSpecular[0]);
+ }
+ else {
+ ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
+ light->_MatSpecular[0]);
+ }
specular += spec_coef * light->_sli * attenuation;
}
}
}
- ACC_SCALE_SCALAR_3V( color, attenuation, contrib );
+ ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
+ ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
}
if (ctx->Visual.rgbMode) {
- Rcolor[0] = CLAMP(color[0], 0.0F, 1.0F);
- Rcolor[1] = CLAMP(color[1], 0.0F, 1.0F);
- Rcolor[2] = CLAMP(color[2], 0.0F, 1.0F);
- Rcolor[3] = CLAMP(color[3], 0.0F, 1.0F);
+ Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F);
+ Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F);
+ Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F);
+ Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F);
+ Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F);
+ Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F);
+ Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F);
+ Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
}
else {
struct gl_material *mat = &ctx->Light.Material[0];
@@ -245,7 +265,7 @@ shade_rastpos(GLcontext *ctx,
if (ind > mat->SpecularIndex) {
ind = mat->SpecularIndex;
}
- *index = (GLuint) (GLint) ind;
+ *Rindex = (GLuint) (GLint) ind;
}
}
@@ -282,16 +302,16 @@ raster_pos4f(GLcontext *ctx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
shade_rastpos( ctx, v, norm,
ctx->Current.RasterColor,
+ ctx->Current.RasterSecondaryColor,
&ctx->Current.RasterIndex );
}
else {
/* use current color or index */
if (ctx->Visual.rgbMode) {
- ctx->Current.RasterColor[0] = (ctx->Current.Color[0]);
- ctx->Current.RasterColor[1] = (ctx->Current.Color[1]);
- ctx->Current.RasterColor[2] = (ctx->Current.Color[2]);
- ctx->Current.RasterColor[3] = (ctx->Current.Color[3]);
+ COPY_4FV(ctx->Current.RasterColor, ctx->Current.Color);
+ COPY_4FV(ctx->Current.RasterSecondaryColor,
+ ctx->Current.SecondaryColor);
}
else {
ctx->Current.RasterIndex = ctx->Current.Index;