diff options
Diffstat (limited to 'src/mesa/main/rastpos.c')
-rw-r--r-- | src/mesa/main/rastpos.c | 64 |
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; |