diff options
author | Keith Whitwell <[email protected]> | 2008-05-23 09:10:59 +0100 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2008-05-23 09:16:58 +0100 |
commit | adc1f88fc9278bdbb3b24a6d48f91a0bd98e9f1c (patch) | |
tree | a3bd2a04eaa12e36d8ab746b9cfcda51b22ef00d /src/mesa/shader/prog_statevars.c | |
parent | 7106da136069f865747e03c30ca245bc030b241b (diff) |
mesa: do object-space lighting in ffvertex_prog.c
Start pulling over some of the optimizations from the fixed function
paths.
Diffstat (limited to 'src/mesa/shader/prog_statevars.c')
-rw-r--r-- | src/mesa/shader/prog_statevars.c | 42 |
1 files changed, 34 insertions, 8 deletions
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c index ba3c9884456..37bd17ba4a0 100644 --- a/src/mesa/shader/prog_statevars.c +++ b/src/mesa/shader/prog_statevars.c @@ -134,10 +134,6 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], value[3] = 1.0; } return; - case STATE_POSITION_NORMALIZED: - COPY_4V(value, ctx->Light.Light[ln].EyePosition); - NORMALIZE_3FV( value ); - return; default: _mesa_problem(ctx, "Invalid light state in fetch_state"); return; @@ -431,15 +427,46 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], value[2] = ctx->Fog.Density * ONE_DIV_LN2; value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2; return; - case STATE_SPOT_DIR_NORMALIZED: { + + case STATE_LIGHT_SPOT_DIR_NORMALIZED: { /* here, state[2] is the light number */ /* pre-normalize spot dir */ const GLuint ln = (GLuint) state[2]; - COPY_3V(value, ctx->Light.Light[ln].EyeDirection); - NORMALIZE_3FV(value); + COPY_3V(value, ctx->Light.Light[ln]._NormDirection); value[3] = ctx->Light.Light[ln]._CosCutoff; return; } + + case STATE_LIGHT_POSITION: { + const GLuint ln = (GLuint) state[2]; + COPY_4V(value, ctx->Light.Light[ln]._Position); + return; + } + + case STATE_LIGHT_POSITION_NORMALIZED: { + const GLuint ln = (GLuint) state[2]; + COPY_4V(value, ctx->Light.Light[ln]._Position); + NORMALIZE_3FV( value ); + return; + } + + case STATE_LIGHT_HALF_VECTOR: { + const GLuint ln = (GLuint) state[2]; + GLfloat p[3]; + /* Compute infinite half angle vector: + * halfVector = normalize(normalize(lightPos) + (0, 0, 1)) + * light.EyePosition.w should be 0 for infinite lights. + */ + COPY_3V(p, ctx->Light.Light[ln]._Position); + NORMALIZE_3FV(p); + ADD_3V(value, p, ctx->_EyeZDir); + NORMALIZE_3FV(value); + value[3] = 1.0; + return; + } + + + case STATE_PT_SCALE: value[0] = ctx->Pixel.RedScale; value[1] = ctx->Pixel.GreenScale; @@ -696,7 +723,6 @@ append_token(char *dst, gl_state_index k) append(dst, "normalScale"); break; case STATE_INTERNAL: - case STATE_POSITION_NORMALIZED: append(dst, "(internal)"); break; case STATE_PT_SCALE: |