diff options
Diffstat (limited to 'src/mesa/main/light.c')
-rw-r--r-- | src/mesa/main/light.c | 1183 |
1 files changed, 1183 insertions, 0 deletions
diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c new file mode 100644 index 00000000000..cc396f85a50 --- /dev/null +++ b/src/mesa/main/light.c @@ -0,0 +1,1183 @@ +/* $Id: light.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + + + + +#ifdef PC_HEADER +#include "all.h" +#else +#include <assert.h> +#include <float.h> +#include <math.h> +#include <stdlib.h> +#include <stdio.h> +#include "context.h" +#include "enums.h" +#include "light.h" +#include "macros.h" +#include "matrix.h" +#include "mmath.h" +#include "simple_list.h" +#include "types.h" +#include "vb.h" +#include "xform.h" +#ifdef XFree86Server +#include "GL/xf86glx.h" +#endif +#endif + + + +void gl_ShadeModel( GLcontext *ctx, GLenum mode ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel"); + + if (MESA_VERBOSE & VERBOSE_API) + fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode)); + + switch (mode) { + case GL_FLAT: + case GL_SMOOTH: + if (ctx->Light.ShadeModel!=mode) { + ctx->Light.ShadeModel = mode; + ctx->TriangleCaps ^= DD_FLATSHADE; + ctx->NewState |= NEW_RASTER_OPS; + } + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" ); + } + + if (ctx->Driver.ShadeModel) + (*ctx->Driver.ShadeModel)( ctx, mode ); +} + + + +void gl_Lightfv( GLcontext *ctx, + GLenum light, GLenum pname, const GLfloat *params, + GLint nparams ) +{ + GLint l; + + (void) nparams; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight"); + + l = (GLint) (light - GL_LIGHT0); + + if (l<0 || l>=MAX_LIGHTS) { + gl_error( ctx, GL_INVALID_ENUM, "glLight" ); + return; + } + + switch (pname) { + case GL_AMBIENT: + COPY_4V( ctx->Light.Light[l].Ambient, params ); + break; + case GL_DIFFUSE: + COPY_4V( ctx->Light.Light[l].Diffuse, params ); + break; + case GL_SPECULAR: + COPY_4V( ctx->Light.Light[l].Specular, params ); + break; + case GL_POSITION: + /* transform position by ModelView matrix */ + TRANSFORM_POINT( ctx->Light.Light[l].EyePosition, + ctx->ModelView.m, + params ); + 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 ); + 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] ); + } + 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; + 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]; + 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]; + 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]; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glLight" ); + break; + } + + ctx->NewState |= NEW_LIGHTING; +} + + + +void gl_GetLightfv( GLcontext *ctx, + GLenum light, GLenum pname, GLfloat *params ) +{ + GLint l = (GLint) (light - GL_LIGHT0); + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight"); + + if (l<0 || l>=MAX_LIGHTS) { + gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); + return; + } + + switch (pname) { + case GL_AMBIENT: + COPY_4V( params, ctx->Light.Light[l].Ambient ); + break; + case GL_DIFFUSE: + COPY_4V( params, ctx->Light.Light[l].Diffuse ); + break; + case GL_SPECULAR: + COPY_4V( params, ctx->Light.Light[l].Specular ); + break; + case GL_POSITION: + COPY_4V( params, ctx->Light.Light[l].EyePosition ); + break; + case GL_SPOT_DIRECTION: + COPY_3V( params, ctx->Light.Light[l].EyeDirection ); + break; + case GL_SPOT_EXPONENT: + params[0] = ctx->Light.Light[l].SpotExponent; + break; + case GL_SPOT_CUTOFF: + params[0] = ctx->Light.Light[l].SpotCutoff; + break; + case GL_CONSTANT_ATTENUATION: + params[0] = ctx->Light.Light[l].ConstantAttenuation; + break; + case GL_LINEAR_ATTENUATION: + params[0] = ctx->Light.Light[l].LinearAttenuation; + break; + case GL_QUADRATIC_ATTENUATION: + params[0] = ctx->Light.Light[l].QuadraticAttenuation; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); + break; + } +} + + + +void gl_GetLightiv( GLcontext *ctx, GLenum light, GLenum pname, GLint *params ) +{ + GLint l = (GLint) (light - GL_LIGHT0); + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight"); + + if (l<0 || l>=MAX_LIGHTS) { + gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); + return; + } + + switch (pname) { + case GL_AMBIENT: + params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]); + params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]); + params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]); + params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]); + break; + case GL_DIFFUSE: + params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); + params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); + params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); + params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); + break; + case GL_SPECULAR: + params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]); + params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]); + params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]); + params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]); + break; + case GL_POSITION: + params[0] = (GLint) ctx->Light.Light[l].EyePosition[0]; + params[1] = (GLint) ctx->Light.Light[l].EyePosition[1]; + params[2] = (GLint) ctx->Light.Light[l].EyePosition[2]; + params[3] = (GLint) ctx->Light.Light[l].EyePosition[3]; + break; + case GL_SPOT_DIRECTION: + params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0]; + params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1]; + params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2]; + break; + case GL_SPOT_EXPONENT: + params[0] = (GLint) ctx->Light.Light[l].SpotExponent; + break; + case GL_SPOT_CUTOFF: + params[0] = (GLint) ctx->Light.Light[l].SpotCutoff; + break; + case GL_CONSTANT_ATTENUATION: + params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation; + break; + case GL_LINEAR_ATTENUATION: + params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation; + break; + case GL_QUADRATIC_ATTENUATION: + params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); + break; + } +} + + + +/**********************************************************************/ +/*** Light Model ***/ +/**********************************************************************/ + + +void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModel"); + + switch (pname) { + case GL_LIGHT_MODEL_AMBIENT: + COPY_4V( ctx->Light.Model.Ambient, params ); + break; + case GL_LIGHT_MODEL_LOCAL_VIEWER: + if (params[0]==0.0) + ctx->Light.Model.LocalViewer = GL_FALSE; + else + ctx->Light.Model.LocalViewer = GL_TRUE; + break; + case GL_LIGHT_MODEL_TWO_SIDE: + if (params[0]==0.0) + ctx->Light.Model.TwoSide = GL_FALSE; + else + ctx->Light.Model.TwoSide = GL_TRUE; + break; + case GL_LIGHT_MODEL_COLOR_CONTROL: + ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR; + if (params[0] == (GLfloat) GL_SINGLE_COLOR) + ctx->Light.Model.ColorControl = GL_SINGLE_COLOR; + else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) { + ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR; + ctx->TriangleCaps |= DD_SEPERATE_SPECULAR; + } else + gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" ); + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glLightModel" ); + break; + } + ctx->NewState |= NEW_LIGHTING; +} + + + + +/********** MATERIAL **********/ + + +/* + * Given a face and pname value (ala glColorMaterial), compute a bitmask + * of the targeted material values. + */ +GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, + GLuint legal, + const char *where ) +{ + GLuint bitmask = 0; + + /* Make a bitmask indicating what material attribute(s) we're updating */ + switch (pname) { + case GL_EMISSION: + bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT; + break; + case GL_AMBIENT: + bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; + break; + case GL_DIFFUSE: + bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; + break; + case GL_SPECULAR: + bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT; + break; + case GL_SHININESS: + bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT; + break; + case GL_AMBIENT_AND_DIFFUSE: + bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; + bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; + break; + case GL_COLOR_INDEXES: + bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, where ); + return 0; + } + + if (face==GL_FRONT) { + bitmask &= FRONT_MATERIAL_BITS; + } + else if (face==GL_BACK) { + bitmask &= BACK_MATERIAL_BITS; + } + else if (face != GL_FRONT_AND_BACK) { + gl_error( ctx, GL_INVALID_ENUM, where ); + return 0; + } + + if (bitmask & ~legal) { + gl_error( ctx, GL_INVALID_ENUM, where ); + return 0; + } + + return bitmask; +} + + + + + + +/* + * Check if the global material has to be updated with info that was + * associated with a vertex via glMaterial. + * This function is used when any material values get changed between + * glBegin/glEnd either by calling glMaterial() or by calling glColor() + * when GL_COLOR_MATERIAL is enabled. + * + * KW: Added code here to keep the precomputed variables uptodate. + * This means we can use the faster shade functions when using + * GL_COLOR_MATERIAL, and we can also now use the precomputed + * values in the slower shading functions, which further offsets + * the cost of doing this here. + */ +void gl_update_material( GLcontext *ctx, + struct gl_material *src, + GLuint bitmask ) +{ + struct gl_light *light, *list = &ctx->Light.EnabledList; + GLfloat tmp[4]; + + if (ctx->Light.ColorMaterialEnabled) + bitmask &= ~ctx->Light.ColorMaterialBitmask; + + if (!bitmask) + return; + + if (bitmask & FRONT_AMBIENT_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + SUB_3V( tmp, src[0].Ambient, mat->Ambient ); + ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp); + foreach (light, list) { + ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + } + COPY_4FV( mat->Ambient, src[0].Ambient ); + } + if (bitmask & BACK_AMBIENT_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + SUB_3V( tmp, src[1].Ambient, mat->Ambient ); + ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp); + foreach (light, list) { + ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + } + COPY_4FV( mat->Ambient, src[1].Ambient ); + } + if (bitmask & FRONT_DIFFUSE_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + SUB_3V( tmp, src[0].Diffuse, mat->Diffuse ); + foreach (light, list) { + ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); + } + COPY_4FV( mat->Diffuse, src[0].Diffuse ); + FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); + } + if (bitmask & BACK_DIFFUSE_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + SUB_3V( tmp, src[1].Diffuse, mat->Diffuse ); + foreach (light, list) { + ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); + } + COPY_4FV( mat->Diffuse, src[1].Diffuse ); + FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); + } + if (bitmask & FRONT_SPECULAR_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + 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); + } + } + COPY_4FV( mat->Specular, src[0].Specular ); + } + if (bitmask & BACK_SPECULAR_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + 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); + } + } + COPY_4FV( mat->Specular, src[1].Specular ); + } + if (bitmask & FRONT_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + SUB_3V( tmp, src[0].Emission, mat->Emission ); + ACC_3V( ctx->Light.BaseColor[0], tmp ); + COPY_4FV( mat->Emission, src[0].Emission ); + } + if (bitmask & BACK_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + SUB_3V( tmp, src[1].Emission, mat->Emission ); + ACC_3V( ctx->Light.BaseColor[1], tmp ); + COPY_4FV( mat->Emission, src[1].Emission ); + } + if (bitmask & FRONT_SHININESS_BIT) { + GLfloat shininess = ctx->Light.Material[0].Shininess = src[0].Shininess; + gl_compute_shine_table( ctx, 0, shininess ); + gl_compute_shine_table( ctx, 2, shininess * .5 ); + } + if (bitmask & BACK_SHININESS_BIT) { + GLfloat shininess = ctx->Light.Material[1].Shininess = src[1].Shininess; + gl_compute_shine_table( ctx, 1, shininess ); + gl_compute_shine_table( ctx, 3, shininess * .5 ); + } + if (bitmask & FRONT_INDEXES_BIT) { + ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex; + ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex; + ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex; + } + if (bitmask & BACK_INDEXES_BIT) { + ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex; + ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex; + ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex; + } + +} + + + + + + +void gl_update_color_material( GLcontext *ctx, + const GLubyte rgba[4] ) +{ + struct gl_light *light, *list = &ctx->Light.EnabledList; + GLuint bitmask = ctx->Light.ColorMaterialBitmask; + GLfloat tmp[4], color[4]; + + UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba ); + + if (bitmask & FRONT_AMBIENT_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + SUB_3V( tmp, color, mat->Ambient ); + ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp); + foreach (light, list) { + ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + } + COPY_4FV( mat->Ambient, color ); + } + + if (bitmask & BACK_AMBIENT_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + SUB_3V( tmp, color, mat->Ambient ); + ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp); + foreach (light, list) { + ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + } + COPY_4FV( mat->Ambient, color ); + } + + if (bitmask & FRONT_DIFFUSE_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + SUB_3V( tmp, color, mat->Diffuse ); + foreach (light, list) { + ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); + } + COPY_4FV( mat->Diffuse, color ); + FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); + } + + if (bitmask & BACK_DIFFUSE_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + SUB_3V( tmp, color, mat->Diffuse ); + foreach (light, list) { + ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); + } + COPY_4FV( mat->Diffuse, color ); + FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); + } + + if (bitmask & FRONT_SPECULAR_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + 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); + } + } + COPY_4FV( mat->Specular, color ); + } + if (bitmask & BACK_SPECULAR_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + 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); + } + } + COPY_4FV( mat->Specular, color ); + } + if (bitmask & FRONT_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + SUB_3V( tmp, color, mat->Emission ); + ACC_3V( ctx->Light.BaseColor[0], tmp ); + COPY_4FV( mat->Emission, color ); + } + if (bitmask & BACK_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + SUB_3V( tmp, color, mat->Emission ); + ACC_3V( ctx->Light.BaseColor[1], tmp ); + COPY_4FV( mat->Emission, color ); + } +} + + + + +void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode ) +{ + GLuint bitmask; + GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT | + FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT | + FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT | + FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT); + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glColorMaterial"); + + bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" ); + + if (bitmask != 0) { + ctx->Light.ColorMaterialBitmask = bitmask; + ctx->Light.ColorMaterialFace = face; + ctx->Light.ColorMaterialMode = mode; + } +} + + + +/* KW: This is now called directly (ie by name) from the glMaterial* + * API functions. + */ +void gl_Materialfv( GLcontext *ctx, + GLenum face, GLenum pname, const GLfloat *params ) +{ + struct immediate *IM; + struct gl_material *mat; + GLuint bitmask; + GLuint count; + + bitmask = gl_material_bitmask( ctx, face, pname, ~0, "gl_Materialfv" ); + if (bitmask == 0) + return; + + IM = ctx->input; + count = IM->Count; + + if (!(IM->Flag[count] & VERT_MATERIAL)) { + IM->Flag[count] |= VERT_MATERIAL; + IM->MaterialMask[count] = 0; + } + + IM->MaterialMask[count] |= bitmask; + mat = IM->Material[count]; + IM->LastMaterial = count; + + if (bitmask & FRONT_AMBIENT_BIT) { + COPY_4FV( mat[0].Ambient, params ); + } + if (bitmask & BACK_AMBIENT_BIT) { + COPY_4FV( mat[1].Ambient, params ); + } + if (bitmask & FRONT_DIFFUSE_BIT) { + COPY_4FV( mat[0].Diffuse, params ); + } + if (bitmask & BACK_DIFFUSE_BIT) { + COPY_4FV( mat[1].Diffuse, params ); + } + if (bitmask & FRONT_SPECULAR_BIT) { + COPY_4FV( mat[0].Specular, params ); + } + if (bitmask & BACK_SPECULAR_BIT) { + COPY_4FV( mat[1].Specular, params ); + } + if (bitmask & FRONT_EMISSION_BIT) { + COPY_4FV( mat[0].Emission, params ); + } + if (bitmask & BACK_EMISSION_BIT) { + COPY_4FV( mat[1].Emission, params ); + } + if (bitmask & FRONT_SHININESS_BIT) { + GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); + mat[0].Shininess = shininess; + } + if (bitmask & BACK_SHININESS_BIT) { + GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); + mat[1].Shininess = shininess; + } + if (bitmask & FRONT_INDEXES_BIT) { + mat[0].AmbientIndex = params[0]; + mat[0].DiffuseIndex = params[1]; + mat[0].SpecularIndex = params[2]; + } + if (bitmask & BACK_INDEXES_BIT) { + mat[1].AmbientIndex = params[0]; + mat[1].DiffuseIndex = params[1]; + mat[1].SpecularIndex = params[2]; + } +} + + + + +void gl_GetMaterialfv( GLcontext *ctx, + GLenum face, GLenum pname, GLfloat *params ) +{ + GLuint f; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialfv"); + + if (face==GL_FRONT) { + f = 0; + } + else if (face==GL_BACK) { + f = 1; + } + else { + gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); + return; + } + switch (pname) { + case GL_AMBIENT: + COPY_4FV( params, ctx->Light.Material[f].Ambient ); + break; + case GL_DIFFUSE: + COPY_4FV( params, ctx->Light.Material[f].Diffuse ); + break; + case GL_SPECULAR: + COPY_4FV( params, ctx->Light.Material[f].Specular ); + break; + case GL_EMISSION: + COPY_4FV( params, ctx->Light.Material[f].Emission ); + break; + case GL_SHININESS: + *params = ctx->Light.Material[f].Shininess; + break; + case GL_COLOR_INDEXES: + params[0] = ctx->Light.Material[f].AmbientIndex; + params[1] = ctx->Light.Material[f].DiffuseIndex; + params[2] = ctx->Light.Material[f].SpecularIndex; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); + } +} + + + +void gl_GetMaterialiv( GLcontext *ctx, + GLenum face, GLenum pname, GLint *params ) +{ + GLuint f; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialiv"); + + if (face==GL_FRONT) { + f = 0; + } + else if (face==GL_BACK) { + f = 1; + } + else { + gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); + return; + } + switch (pname) { + case GL_AMBIENT: + params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] ); + params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] ); + params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] ); + params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] ); + break; + case GL_DIFFUSE: + params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] ); + params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] ); + params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] ); + params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] ); + break; + case GL_SPECULAR: + params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] ); + params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] ); + params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] ); + params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] ); + break; + case GL_EMISSION: + params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] ); + params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] ); + params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] ); + params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] ); + break; + case GL_SHININESS: + *params = ROUNDF( ctx->Light.Material[f].Shininess ); + break; + case GL_COLOR_INDEXES: + params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex ); + params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex ); + params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex ); + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); + } +} + + + + +/**********************************************************************/ +/***** Lighting computation *****/ +/**********************************************************************/ + + +/* + * Notes: + * When two-sided lighting is enabled we compute the color (or index) + * for both the front and back side of the primitive. Then, when the + * orientation of the facet is later learned, we can determine which + * color (or index) to use for rendering. + * + * KW: We now know orientation in advance and only shade for + * the side or sides which are actually required. + * + * Variables: + * n = normal vector + * V = vertex position + * P = light source position + * Pe = (0,0,0,1) + * + * Precomputed: + * IF P[3]==0 THEN + * // light at infinity + * IF local_viewer THEN + * VP_inf_norm = unit vector from V to P // Precompute + * ELSE + * // eye at infinity + * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute + * ENDIF + * ENDIF + * + * Functions: + * Normalize( v ) = normalized vector v + * Magnitude( v ) = length of vector v + */ + + + +/* + * Whenever the spotlight exponent for a light changes we must call + * this function to recompute the exponent lookup table. + */ +void gl_compute_spot_exp_table( struct gl_light *l ) +{ + int i; + double exponent = l->SpotExponent; + double tmp = 0; + int clamp = 0; + + l->SpotExpTable[0][0] = 0.0; + + for (i=EXP_TABLE_SIZE-1;i>0;i--) { + if (clamp == 0) { + tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent); + if (tmp < FLT_MIN*100.0) { + tmp = 0.0; + clamp = 1; + } + } + 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[EXP_TABLE_SIZE-1][1] = 0.0; +} + + + + +/* Calculate a new shine table. Doing this here saves a branch in + * lighting, and the cost of doing it early may be partially offset + * by keeping a MRU cache of shine tables for various shine values. + */ +static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess ) +{ + int i; + GLfloat *m = tab->tab; + + m[0] = 0; + if (shininess == 0) { + for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) + m[i] = 1; + } else { + for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) { + double t = pow( i/(GLfloat)SHINE_TABLE_SIZE, shininess ); + m[i] = 0; + if (t > 1e-20) m[i] = t; + } + } + + tab->shininess = shininess; +} + +#define DISTSQR(a,b) ((a-b)*(a-b)) + +void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess ) +{ + struct gl_shine_tab *list = ctx->ShineTabList; + struct gl_shine_tab *s; + + foreach(s, list) + if ( DISTSQR(s->shininess, shininess) < 1e-4 ) + break; + + if (s == list) + { + foreach(s, list) + if (s->refcount == 0) break; + + compute_shine_table( s, shininess ); + } + + ctx->ShineTable[i]->refcount--; + ctx->ShineTable[i] = s; + move_to_tail( list, s ); + s->refcount++; +} + + + + +void gl_reinit_light_attrib( GLcontext *ctx, struct gl_light_attrib *l ) +{ + GLuint i; + + if (ctx->ShineTable[0]->shininess != l->Material[0].Shininess) { + gl_compute_shine_table( ctx, 0, l->Material[0].Shininess ); + gl_compute_shine_table( ctx, 2, l->Material[0].Shininess * .5 ); + } + + if (ctx->ShineTable[1]->shininess != l->Material[1].Shininess) { + gl_compute_shine_table( ctx, 1, l->Material[1].Shininess ); + gl_compute_shine_table( ctx, 3, l->Material[1].Shininess * .5 ); + } + + make_empty_list( &l->EnabledList ); + for (i = 0 ; i < MAX_LIGHTS ; i++) { + if (l->Light[i].Enabled) + insert_at_tail( &l->EnabledList, &l->Light[i] ); + } +} + + + +/* + * Examine current lighting parameters to determine if the optimized lighting + * function can be used. + * Also, precompute some lighting values such as the products of light + * source and material ambient, diffuse and specular coefficients. + */ +void gl_update_lighting( GLcontext *ctx ) +{ + struct gl_light *light; + + ctx->Light.Flags = 0; + + foreach(light, &ctx->Light.EnabledList) { + + light->Flags = 0; + + 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; + + 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))); + + + /* Precompute some shading values. + */ + if (ctx->Visual->RGBAflag) + { + 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], + ctx->Light.Model.Ambient, + mat->Ambient); + + FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[side], + ctx->Light.Material[side].Diffuse[3] ); + } + + foreach (light, &ctx->Light.EnabledList) { + for (side=0; side< sides; side++) { + 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 ); + ACC_3V( ctx->Light.BaseColor[side], light->MatAmbient[side] ); + 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; + } + } + } + else + { + static GLfloat ci[3] = { .30, .59, .11 }; + + foreach(light, &ctx->Light.EnabledList) { + light->dli = DOT3(ci, light->Diffuse); + light->sli = DOT3(ci, light->Specular); + } + } +} + +/* Need to seriously restrict the circumstances under which these + * calc's are performed. + */ +void gl_compute_light_positions( GLcontext *ctx ) +{ + struct gl_light *light; + + if (ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer) { + GLfloat eye_z[3] = { 0, 0, 1 }; + if (!ctx->NeedEyeCoords) { + TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m ); + } else { + COPY_3V( ctx->EyeZDir, eye_z ); + } + } + + foreach (light, &ctx->Light.EnabledList) { + + if (!ctx->NeedEyeCoords) { + TRANSFORM_POINT( light->Position, ctx->ModelView.inv, + light->EyePosition ); + } else { + COPY_4FV( light->Position, light->EyePosition ); + } + + if (!(light->Flags & LIGHT_POSITIONAL)) + { + /* VP (VP) = Normalize( Position ) */ + 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 ); + } + + light->VP_inf_spot_attenuation = 1.0; + } + + if (light->Flags & LIGHT_SPOT) + { + if (ctx->NeedEyeNormals) { + COPY_3V( light->NormDirection, light->EyeDirection ); + } else { + TRANSFORM_NORMAL( light->NormDirection, + light->EyeDirection, + ctx->ModelView.m); + } + + NORMALIZE_3FV( light->NormDirection ); + + + /* Unlikely occurrance? + */ + if (!(light->Flags & LIGHT_POSITIONAL)) { + GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm, + light->NormDirection); + + 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]); + } + else + light->VP_inf_spot_attenuation = 0; + } + } + } +} + + + + + +void gl_update_normal_transform( GLcontext *ctx ) +{ + GLuint new_flag = 0; + normal_func *last = ctx->NormalTransform; + + ctx->vb_rescale_factor = 1.0; + + 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; + + + new_flag = ctx->NewState & NEW_MODELVIEW; + 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]; + } + } else { + ctx->NormalTransform = 0; + } + } + 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; + } + } else { + ctx->NormalTransform = 0; + } + } + + if (last != ctx->NormalTransform || new_flag) + ctx->NewState |= NEW_NORMAL_TRANSFORM; +} + |