diff options
author | Brian Paul <[email protected]> | 2005-11-12 18:58:12 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2005-11-12 18:58:12 +0000 |
commit | 662fbf8a629d93ae210837fefc0765381bf0b708 (patch) | |
tree | a047c7363bb0e694a8ed5d7738f53a2917a7513d /src/mesa | |
parent | ba3da6154c324cc916845bc5de3de077d0b59ffc (diff) |
Added _mesa_light() helper function so we can avoid transforming then
un-transforming light positions and spot directions when popping light
state off the attribute stack.
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/main/attrib.c | 32 | ||||
-rw-r--r-- | src/mesa/main/dd.h | 5 | ||||
-rw-r--r-- | src/mesa/main/light.c | 205 | ||||
-rw-r--r-- | src/mesa/main/light.h | 4 |
4 files changed, 150 insertions, 96 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c index 9c2a666e478..b4a587efb04 100644 --- a/src/mesa/main/attrib.c +++ b/src/mesa/main/attrib.c @@ -951,25 +951,21 @@ _mesa_PopAttrib(void) _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); for (i = 0; i < ctx->Const.MaxLights; i++) { - GLenum lgt = (GLenum) (GL_LIGHT0 + i); const struct gl_light *l = &light->Light[i]; - GLfloat tmp[4]; - _mesa_set_enable(ctx, lgt, l->Enabled); - _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient ); - _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse ); - _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular ); - TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition ); - _mesa_Lightfv( lgt, GL_POSITION, tmp ); - TRANSFORM_NORMAL( tmp, l->EyeDirection, ctx->ModelviewMatrixStack.Top->m ); - _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp ); - _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent ); - _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff ); - _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION, - &l->ConstantAttenuation ); - _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION, - &l->LinearAttenuation ); - _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION, - &l->QuadraticAttenuation ); + _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); + _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); + _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); + _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); + _mesa_light(ctx, i, GL_POSITION, l->EyePosition); + _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection); + _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent); + _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff); + _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, + &l->ConstantAttenuation); + _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, + &l->LinearAttenuation); + _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, + &l->QuadraticAttenuation); } /* light model */ _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h index d07a7a26b1e..f150cf99e25 100644 --- a/src/mesa/main/dd.h +++ b/src/mesa/main/dd.h @@ -658,7 +658,10 @@ struct dd_function_table { void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode); /** Control the writing of individual bits in the color index buffers */ void (*IndexMask)(GLcontext *ctx, GLuint mask); - /** Set light source parameters */ + /** Set light source parameters. + * Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already + * been transformed to eye-space. + */ void (*Lightfv)(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ); /** Set the lighting model parameters */ diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index f9b59089acd..8fa62eb8734 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -59,6 +59,112 @@ _mesa_ShadeModel( GLenum mode ) } +/** + * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set + * per-light state. + * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction + * will have already been transformed by the modelview matrix! + * Also, all error checking should have already been done. + */ +void +_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params) +{ + struct gl_light *light; + + ASSERT(lnum < MAX_LIGHTS); + light = &ctx->Light.Light[lnum]; + + switch (pname) { + case GL_AMBIENT: + if (TEST_EQ_4V(light->Ambient, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Ambient, params ); + break; + case GL_DIFFUSE: + if (TEST_EQ_4V(light->Diffuse, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Diffuse, params ); + break; + case GL_SPECULAR: + if (TEST_EQ_4V(light->Specular, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V( light->Specular, params ); + break; + case GL_POSITION: + /* NOTE: position has already been transformed by ModelView! */ + if (TEST_EQ_4V(light->EyePosition, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_4V(light->EyePosition, params); + if (light->EyePosition[3] != 0.0F) + light->_Flags |= LIGHT_POSITIONAL; + else + light->_Flags &= ~LIGHT_POSITIONAL; + break; + case GL_SPOT_DIRECTION: + /* NOTE: Direction already transformed by inverse ModelView! */ + if (TEST_EQ_3V(light->EyeDirection, params)) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + COPY_3V(light->EyeDirection, params); + break; + case GL_SPOT_EXPONENT: + ASSERT(params[0] >= 0.0); + ASSERT(params[0] <= ctx->Const.MaxSpotExponent); + if (light->SpotExponent == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->SpotExponent = params[0]; + _mesa_invalidate_spot_exp_table(light); + break; + case GL_SPOT_CUTOFF: + ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0)); + if (light->SpotCutoff == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->SpotCutoff = params[0]; + light->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD); + if (light->_CosCutoff < 0) + light->_CosCutoff = 0; + if (light->SpotCutoff != 180.0F) + light->_Flags |= LIGHT_SPOT; + else + light->_Flags &= ~LIGHT_SPOT; + break; + case GL_CONSTANT_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->ConstantAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->ConstantAttenuation = params[0]; + break; + case GL_LINEAR_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->LinearAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->LinearAttenuation = params[0]; + break; + case GL_QUADRATIC_ATTENUATION: + ASSERT(params[0] >= 0.0); + if (light->QuadraticAttenuation == params[0]) + return; + FLUSH_VERTICES(ctx, _NEW_LIGHT); + light->QuadraticAttenuation = params[0]; + break; + default: + _mesa_problem(ctx, "Unexpected pname in _mesa_light()"); + return; + } + + if (ctx->Driver.Lightfv) + ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params ); +} + + void GLAPIENTRY _mesa_Lightf( GLenum light, GLenum pname, GLfloat param ) { @@ -71,124 +177,69 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); GLint i = (GLint) (light - GL_LIGHT0); - struct gl_light *l = &ctx->Light.Light[i]; + GLfloat temp[4]; if (i < 0 || i >= (GLint) ctx->Const.MaxLights) { _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light ); return; } + /* do particular error checks, transformations */ switch (pname) { case GL_AMBIENT: - if (TEST_EQ_4V(l->Ambient, params)) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - COPY_4V( l->Ambient, params ); - break; case GL_DIFFUSE: - if (TEST_EQ_4V(l->Diffuse, params)) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - COPY_4V( l->Diffuse, params ); - break; case GL_SPECULAR: - if (TEST_EQ_4V(l->Specular, params)) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - COPY_4V( l->Specular, params ); + /* nothing */ break; - case GL_POSITION: { - GLfloat tmp[4]; + case GL_POSITION: /* transform position by ModelView matrix */ - TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params ); - if (TEST_EQ_4V(l->EyePosition, tmp)) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - COPY_4V(l->EyePosition, tmp); - if (l->EyePosition[3] != 0.0F) - l->_Flags |= LIGHT_POSITIONAL; - else - l->_Flags &= ~LIGHT_POSITIONAL; + TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params); + params = temp; break; - } - case GL_SPOT_DIRECTION: { - GLfloat tmp[4]; + case GL_SPOT_DIRECTION: /* transform direction by inverse modelview */ if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) { - _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); + _math_matrix_analyse(ctx->ModelviewMatrixStack.Top); } - TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv ); - if (TEST_EQ_3V(l->EyeDirection, tmp)) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - COPY_3V(l->EyeDirection, tmp); + TRANSFORM_NORMAL(temp, params, ctx->ModelviewMatrixStack.Top->inv); + params = temp; break; - } case GL_SPOT_EXPONENT: - if (params[0]<0.0 || params[0]>ctx->Const.MaxSpotExponent) { - _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); + if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); return; } - if (l->SpotExponent == params[0]) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - l->SpotExponent = params[0]; - _mesa_invalidate_spot_exp_table( l ); break; case GL_SPOT_CUTOFF: - if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) { - _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); + if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); return; } - if (l->SpotCutoff == params[0]) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - l->SpotCutoff = params[0]; - l->_CosCutoff = (GLfloat) _mesa_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) { - _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); return; } - if (l->ConstantAttenuation == params[0]) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - l->ConstantAttenuation = params[0]; break; case GL_LINEAR_ATTENUATION: - if (params[0]<0.0) { - _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); return; } - if (l->LinearAttenuation == params[0]) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - l->LinearAttenuation = params[0]; break; case GL_QUADRATIC_ATTENUATION: - if (params[0]<0.0) { - _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); + if (params[0] < 0.0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); return; } - if (l->QuadraticAttenuation == params[0]) - return; - FLUSH_VERTICES(ctx, _NEW_LIGHT); - l->QuadraticAttenuation = params[0]; break; default: - _mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname ); + _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname); return; } - if (ctx->Driver.Lightfv) - ctx->Driver.Lightfv( ctx, light, pname, params ); + _mesa_light(ctx, i, pname, params); } diff --git a/src/mesa/main/light.h b/src/mesa/main/light.h index 1f19019450f..f47fe58a839 100644 --- a/src/mesa/main/light.h +++ b/src/mesa/main/light.h @@ -78,6 +78,10 @@ extern void GLAPIENTRY _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ); +extern void +_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params); + + /* Lerp between adjacent values in the f(x) lookup table, giving a * continuous function, with adequeate overall accuracy. (Though * still pretty good compared to a straight lookup). |