diff options
Diffstat (limited to 'src/mesa/tnl/t_vb_light.c')
-rw-r--r-- | src/mesa/tnl/t_vb_light.c | 280 |
1 files changed, 280 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vb_light.c b/src/mesa/tnl/t_vb_light.c new file mode 100644 index 00000000000..b55cda38588 --- /dev/null +++ b/src/mesa/tnl/t_vb_light.c @@ -0,0 +1,280 @@ +/* $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 */ +}; + |