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-rw-r--r--src/mesa/main/light.c254
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;