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diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c
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+++ b/src/mesa/tnl/t_vb_light.c
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+/* $Id: t_vb_light.c,v 1.1 2000/12/26 05:09:33 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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.
+ */
+
+
+
+#include "glheader.h"
+#include "colormac.h"
+#include "light.h"
+#include "macros.h"
+#include "mem.h"
+#include "mmath.h"
+#include "simple_list.h"
+#include "mtypes.h"
+
+#include "t_context.h"
+#include "t_pipeline.h"
+
+#define LIGHT_FLAGS 0x1 /* must be first */
+#define LIGHT_TWOSIDE 0x2
+#define LIGHT_COLORMATERIAL 0x4
+#define MAX_LIGHT_FUNC 0x8
+
+typedef void (*light_func)( GLcontext *ctx,
+ struct vertex_buffer *VB,
+ struct gl_pipeline_stage *stage,
+ GLvector4f *input );
+
+struct light_stage_data {
+ GLvector4ub LitColor[2];
+ GLvector1ui LitIndex[2];
+ GLvector4ub LitSecondary[2];
+
+ light_func *light_func_tab;
+};
+
+#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->private))
+
+/* Tables for all the shading functions.
+ */
+static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
+static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
+static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
+static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
+static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC];
+
+#define TAG(x) x
+#define IDX (0)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_tw
+#define IDX (LIGHT_TWOSIDE)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_fl
+#define IDX (LIGHT_FLAGS)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_tw_fl
+#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_cm
+#define IDX (LIGHT_COLORMATERIAL)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_tw_cm
+#define IDX (LIGHT_TWOSIDE|LIGHT_COLORMATERIAL)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_fl_cm
+#define IDX (LIGHT_FLAGS|LIGHT_COLORMATERIAL)
+#include "t_vb_lighttmp.h"
+
+#define TAG(x) x##_tw_fl_cm
+#define IDX (LIGHT_FLAGS|LIGHT_TWOSIDE|LIGHT_COLORMATERIAL)
+#include "t_vb_lighttmp.h"
+
+
+static void init_lighting( void )
+{
+ static int done;
+
+ if (!done) {
+ init_light_tab();
+ init_light_tab_tw();
+ init_light_tab_fl();
+ init_light_tab_tw_fl();
+ init_light_tab_cm();
+ init_light_tab_tw_cm();
+ init_light_tab_fl_cm();
+ init_light_tab_tw_fl_cm();
+ done = 1;
+ }
+}
+
+
+static GLboolean run_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
+ GLuint ind;
+
+ /* Make sure we can talk about elements 0..2 in the vector we are
+ * lighting. TODO: Don't repeat this in CVA!
+ */
+ if (input->size <= 2) {
+ if (input->flags & VEC_NOT_WRITEABLE) {
+ ASSERT(VB->importable_data & VERT_OBJ);
+ VB->import_data( ctx, VERT_OBJ, VEC_NOT_WRITEABLE );
+ input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
+ ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0);
+ }
+
+ gl_vector4f_clean_elem(input, VB->Count, 2);
+ }
+
+ if (VB->Flag)
+ ind = LIGHT_FLAGS;
+ else
+ ind = 0;
+
+ /* The individual tabs know about replaying side-effects vs. full
+ * re-execution.
+ */
+ store->light_func_tab[ind]( ctx, VB, stage, input );
+
+ return GL_TRUE;
+}
+
+
+/* Called in place of do_lighting when the light table may have changed.
+ */
+static GLboolean run_validate_lighting( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ GLuint ind = 0;
+ light_func *tab;
+
+ if (ctx->Visual.RGBAflag) {
+ if (ctx->Light._NeedVertices) {
+ if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
+ tab = _tnl_light_spec_tab;
+ else
+ tab = _tnl_light_tab;
+ }
+ else {
+ if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
+ tab = _tnl_light_fast_single_tab;
+ else
+ tab = _tnl_light_fast_tab;
+ }
+/* tab = _tnl_light_tab; */
+ }
+
+ if (ctx->Light.ColorMaterialEnabled)
+ ind |= LIGHT_COLORMATERIAL;
+
+ if (ctx->Light.Model.TwoSide)
+ ind |= LIGHT_TWOSIDE;
+
+ LIGHT_STAGE_DATA(stage)->light_func_tab = &tab[ind];
+
+ /* This and the above should only be done on _NEW_LIGHT:
+ */
+ gl_validate_all_lighting_tables( ctx );
+
+ /* Now run the stage...
+ */
+ stage->run = run_lighting;
+ return stage->run( ctx, stage );
+}
+
+/* Called the first time stage->run is called. In effect, don't
+ * allocate data until the first time the stage is run.
+ */
+static GLboolean run_init_lighting( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct light_stage_data *store;
+ GLuint size = tnl->vb.Size;
+
+ stage->private = MALLOC(sizeof(*store));
+ store = LIGHT_STAGE_DATA(stage);
+ if (!store)
+ return GL_FALSE;
+
+ /* Do onetime init.
+ */
+ init_lighting();
+
+ gl_vector4ub_alloc( &store->LitColor[0], 0, size, 32 );
+ gl_vector4ub_alloc( &store->LitColor[1], 0, size, 32 );
+ gl_vector4ub_alloc( &store->LitSecondary[0], 0, size, 32 );
+ gl_vector4ub_alloc( &store->LitSecondary[1], 0, size, 32 );
+ gl_vector1ui_alloc( &store->LitIndex[0], 0, size, 32 );
+ gl_vector1ui_alloc( &store->LitIndex[1], 0, size, 32 );
+
+ /* Now validate the stage derived data...
+ */
+ stage->run = run_validate_lighting;
+ return stage->run( ctx, stage );
+}
+
+
+
+/*
+ * Check if lighting is enabled. If so, configure the pipeline stage's
+ * type, inputs, and outputs.
+ */
+static void check_lighting( GLcontext *ctx, struct gl_pipeline_stage *stage )
+{
+ stage->active = ctx->Light.Enabled;
+ if (stage->active) {
+ if (stage->private)
+ stage->run = run_validate_lighting;
+ stage->inputs = VERT_NORM|VERT_MATERIAL;
+ if (ctx->Light._NeedVertices)
+ stage->inputs |= VERT_EYE; /* effectively, even when lighting in obj */
+ if (ctx->Light.ColorMaterialEnabled)
+ stage->inputs |= VERT_RGBA;
+ }
+}
+
+
+static void dtr( struct gl_pipeline_stage *stage )
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+
+ if (store) {
+ gl_vector4ub_free( &store->LitColor[0] );
+ gl_vector4ub_free( &store->LitColor[1] );
+ gl_vector1ui_free( &store->LitIndex[0] );
+ gl_vector1ui_free( &store->LitIndex[1] );
+ gl_vector4ub_free( &store->LitSecondary[0] );
+ gl_vector4ub_free( &store->LitSecondary[1] );
+ FREE( store );
+ stage->private = 0;
+ }
+}
+
+const struct gl_pipeline_stage _tnl_lighting_stage =
+{
+ "lighting",
+ _NEW_LIGHT, /* recheck */
+ _NEW_LIGHT|_NEW_MODELVIEW, /* recalc -- modelview dependency
+ * otherwise not captured by inputs
+ * (which may be VERT_OBJ) */
+ 0,0,VERT_RGBA, /* active, inputs, outputs */
+ 0,0, /* changed_inputs, private_data */
+ dtr, /* destroy */
+ check_lighting, /* check */
+ run_init_lighting /* run -- initially set to ctr */
+};
+