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-rw-r--r--src/mesa/main/rastpos.c64
1 files changed, 31 insertions, 33 deletions
diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c
index ddf2ac51d3b..d4f0fa2a710 100644
--- a/src/mesa/main/rastpos.c
+++ b/src/mesa/main/rastpos.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.3
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
@@ -112,9 +112,7 @@ 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.
+ * Compute lighting for the raster position. Both RGB and CI modes computed.
* \param ctx the context
* \param vertex vertex location
* \param normal normal vector
@@ -130,10 +128,10 @@ shade_rastpos(GLcontext *ctx,
GLfloat Rspec[4],
GLfloat *Rindex)
{
- GLfloat (*base)[3] = ctx->Light._BaseColor;
- struct gl_light *light;
- GLfloat diffuseColor[4], specularColor[4];
- GLfloat diffuse = 0, specular = 0;
+ /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
+ const struct gl_light *light;
+ GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
+ GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */
if (!ctx->_ShineTable[0] || !ctx->_ShineTable[1])
_mesa_validate_all_lighting_tables( ctx );
@@ -144,28 +142,31 @@ shade_rastpos(GLcontext *ctx,
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
foreach (light, &ctx->Light.EnabledList) {
- GLfloat n_dot_h;
GLfloat attenuation = 1.0;
- GLfloat VP[3];
+ GLfloat VP[3]; /* vector from vertex to light pos */
GLfloat n_dot_VP;
- GLfloat *h;
GLfloat diffuseContrib[3], specularContrib[3];
- GLboolean normalized;
if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ /* light at infinity */
COPY_3V(VP, light->_VP_inf_norm);
attenuation = light->_VP_inf_spot_attenuation;
}
else {
+ /* local/positional light */
GLfloat d;
+ /* VP = vector from vertex pos to light[i].pos */
SUB_3V(VP, light->_Position, vertex);
+ /* d = length(VP) */
d = (GLfloat) LEN_3FV( VP );
-
- if ( d > 1e-6) {
+ if (d > 1.0e-6) {
+ /* normalize VP */
GLfloat invd = 1.0F / d;
SELF_SCALE_SCALAR_3V(VP, invd);
}
+
+ /* atti */
attenuation = 1.0F / (light->ConstantAttenuation + d *
(light->LinearAttenuation + d *
light->QuadraticAttenuation));
@@ -196,43 +197,39 @@ shade_rastpos(GLcontext *ctx,
continue;
}
+ /* Ambient + diffuse */
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);
+ diffuseCI += n_dot_VP * light->_dli * attenuation;
+ /* Specular */
{
+ const GLfloat *h;
+ GLfloat n_dot_h;
+
+ ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
+
if (ctx->Light.Model.LocalViewer) {
GLfloat v[3];
COPY_3V(v, vertex);
NORMALIZE_3FV(v);
SUB_3V(VP, VP, v);
+ NORMALIZE_3FV(VP);
h = VP;
- normalized = 0;
}
else if (light->_Flags & LIGHT_POSITIONAL) {
+ ACC_3V(VP, ctx->_EyeZDir);
+ NORMALIZE_3FV(VP);
h = VP;
- ACC_3V(h, ctx->_EyeZDir);
- normalized = 0;
}
else {
h = light->_h_inf_norm;
- normalized = 1;
}
n_dot_h = DOT3(normal, h);
if (n_dot_h > 0.0F) {
- GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
GLfloat spec_coef;
- GLfloat shininess = mat[MAT_ATTRIB_FRONT_SHININESS][0];
-
- if (!normalized) {
- n_dot_h *= n_dot_h;
- n_dot_h /= LEN_SQUARED_3FV( h );
- shininess *= .5;
- }
-
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
if (spec_coef > 1.0e-10) {
@@ -244,7 +241,8 @@ shade_rastpos(GLcontext *ctx,
ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
light->_MatSpecular[0]);
}
- specular += spec_coef * light->_sli * attenuation;
+ /*assert(light->_sli > 0.0);*/
+ specularCI += spec_coef * light->_sli * attenuation;
}
}
}
@@ -268,8 +266,8 @@ shade_rastpos(GLcontext *ctx,
GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
GLfloat i = (ind[MAT_INDEX_AMBIENT]
- + diffuse * (1.0F-specular) * d_a
- + specular * s_a);
+ + diffuseCI * (1.0F-specularCI) * d_a
+ + specularCI * s_a);
if (i > ind[MAT_INDEX_SPECULAR]) {
i = ind[MAT_INDEX_SPECULAR];
}