From de82d063d4dfaaec06d01a51b1a5b811c61712aa Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 26 Jun 2000 23:37:46 +0000 Subject: updating mat ambient/emissive was broke. always compute ctx->EyeZDir --- src/mesa/main/light.c | 165 ++++++++++++++++++++++++++++++-------------------- 1 file changed, 99 insertions(+), 66 deletions(-) (limited to 'src/mesa/main/light.c') diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index f7278c2c31a..3e7b5a3781b 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -1,4 +1,4 @@ -/* $Id: light.c,v 1.13 2000/06/19 14:35:17 keithw Exp $ */ +/* $Id: light.c,v 1.14 2000/06/26 23:37:46 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -513,9 +513,6 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, - - - /* * Check if the global material has to be updated with info that was * associated with a vertex via glMaterial. @@ -523,6 +520,8 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, * glBegin/glEnd either by calling glMaterial() or by calling glColor() * when GL_COLOR_MATERIAL is enabled. * + * src[0] is front material, src[1] is back material + * * KW: Added code here to keep the precomputed variables uptodate. * This means we can use the faster shade functions when using * GL_COLOR_MATERIAL, and we can also now use the precomputed @@ -530,41 +529,62 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, * the cost of doing this here. */ void gl_update_material( GLcontext *ctx, - struct gl_material *src, + const struct gl_material src[2], GLuint bitmask ) { struct gl_light *light, *list = &ctx->Light.EnabledList; - GLfloat tmp[4]; if (ctx->Light.ColorMaterialEnabled) bitmask &= ~ctx->Light.ColorMaterialBitmask; if (MESA_VERBOSE&VERBOSE_IMMEDIATE) - fprintf(stderr, "gl_update_material, mask %x\n", bitmask); + fprintf(stderr, "gl_update_material, mask 0x%x\n", bitmask); if (!bitmask) return; + /* update material emission */ + if (bitmask & FRONT_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + COPY_4FV( mat->Emission, src[0].Emission ); + } + if (bitmask & BACK_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + COPY_4FV( mat->Emission, src[1].Emission ); + } + + /* update material ambience */ if (bitmask & FRONT_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, src[0].Ambient, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp); + COPY_4FV( mat->Ambient, src[0].Ambient ); foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + SCALE_3V( light->MatAmbient[0], light->Ambient, src[0].Ambient); } - COPY_4FV( mat->Ambient, src[0].Ambient ); } if (bitmask & BACK_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, src[1].Ambient, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp); + COPY_4FV( mat->Ambient, src[1].Ambient ); foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + SCALE_3V( light->MatAmbient[1], light->Ambient, src[1].Ambient); } - COPY_4FV( mat->Ambient, src[1].Ambient ); } + + /* update BaseColor = emission + scene's ambience * material's ambience */ + if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) { + struct gl_material *mat = &ctx->Light.Material[0]; + COPY_3V( ctx->Light.BaseColor[0], mat->Emission ); + ACC_SCALE_3V( ctx->Light.BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient ); + } + if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) { + struct gl_material *mat = &ctx->Light.Material[1]; + COPY_3V( ctx->Light.BaseColor[1], mat->Emission ); + ACC_SCALE_3V( ctx->Light.BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient ); + } + + /* update material diffuse values */ if (bitmask & FRONT_DIFFUSE_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; + GLfloat tmp[4]; SUB_3V( tmp, src[0].Diffuse, mat->Diffuse ); foreach (light, list) { ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); @@ -574,6 +594,7 @@ void gl_update_material( GLcontext *ctx, } if (bitmask & BACK_DIFFUSE_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; + GLfloat tmp[4]; SUB_3V( tmp, src[1].Diffuse, mat->Diffuse ); foreach (light, list) { ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); @@ -581,8 +602,11 @@ void gl_update_material( GLcontext *ctx, COPY_4FV( mat->Diffuse, src[1].Diffuse ); FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); } + + /* update material specular values */ if (bitmask & FRONT_SPECULAR_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; + GLfloat tmp[4]; SUB_3V( tmp, src[0].Specular, mat->Specular ); foreach (light, list) { if (light->Flags & LIGHT_SPECULAR) { @@ -595,6 +619,7 @@ void gl_update_material( GLcontext *ctx, } if (bitmask & BACK_SPECULAR_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; + GLfloat tmp[4]; SUB_3V( tmp, src[1].Specular, mat->Specular ); foreach (light, list) { if (light->Flags & LIGHT_SPECULAR) { @@ -605,18 +630,7 @@ void gl_update_material( GLcontext *ctx, } COPY_4FV( mat->Specular, src[1].Specular ); } - if (bitmask & FRONT_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, src[0].Emission, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[0], tmp ); - COPY_4FV( mat->Emission, src[0].Emission ); - } - if (bitmask & BACK_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, src[1].Emission, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[1], tmp ); - COPY_4FV( mat->Emission, src[1].Emission ); - } + if (bitmask & FRONT_SHININESS_BIT) { GLfloat shininess = ctx->Light.Material[0].Shininess = src[0].Shininess; gl_compute_shine_table( ctx, 0, shininess ); @@ -627,6 +641,7 @@ void gl_update_material( GLcontext *ctx, gl_compute_shine_table( ctx, 1, shininess ); gl_compute_shine_table( ctx, 3, shininess * .5 ); } + if (bitmask & FRONT_INDEXES_BIT) { ctx->Light.Material[0].AmbientIndex = src[0].AmbientIndex; ctx->Light.Material[0].DiffuseIndex = src[0].DiffuseIndex; @@ -663,43 +678,68 @@ void gl_update_material( GLcontext *ctx, - - +/* + * Update the current materials from the given rgba color + * according to the bitmask in ColorMaterialBitmask, which is + * set by glColorMaterial(). + */ void gl_update_color_material( GLcontext *ctx, const GLubyte rgba[4] ) { struct gl_light *light, *list = &ctx->Light.EnabledList; GLuint bitmask = ctx->Light.ColorMaterialBitmask; - GLfloat tmp[4], color[4]; + GLfloat color[4]; UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba ); if (MESA_VERBOSE&VERBOSE_IMMEDIATE) - fprintf(stderr, "gl_update_color_material, mask %x\n", bitmask); + fprintf(stderr, "gl_update_color_material, mask 0x%x\n", bitmask); + /* update emissive colors */ + if (bitmask & FRONT_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[0]; + COPY_4FV( mat->Emission, color ); + } + + if (bitmask & BACK_EMISSION_BIT) { + struct gl_material *mat = &ctx->Light.Material[1]; + COPY_4FV( mat->Emission, color ); + } + /* update light->MatAmbient = light's ambient * material's ambient */ if (bitmask & FRONT_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, color, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[0], ctx->Light.Model.Ambient, tmp); foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); + SCALE_3V( light->MatAmbient[0], light->Ambient, color); } COPY_4FV( mat->Ambient, color ); } if (bitmask & BACK_AMBIENT_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, color, mat->Ambient ); - ACC_SCALE_3V( ctx->Light.BaseColor[1], ctx->Light.Model.Ambient, tmp); foreach (light, list) { - ACC_SCALE_3V( ctx->Light.BaseColor[1], light->Ambient, tmp ); + SCALE_3V( light->MatAmbient[1], light->Ambient, color); } COPY_4FV( mat->Ambient, color ); } + /* update BaseColor = emission + scene's ambience * material's ambience */ + if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) { + struct gl_material *mat = &ctx->Light.Material[0]; + COPY_3V( ctx->Light.BaseColor[0], mat->Emission ); + ACC_SCALE_3V( ctx->Light.BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient ); + } + + if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) { + struct gl_material *mat = &ctx->Light.Material[1]; + COPY_3V( ctx->Light.BaseColor[1], mat->Emission ); + ACC_SCALE_3V( ctx->Light.BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient ); + } + + /* update light->MatDiffuse = light's diffuse * material's diffuse */ if (bitmask & FRONT_DIFFUSE_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; + GLfloat tmp[4]; SUB_3V( tmp, color, mat->Diffuse ); foreach (light, list) { ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); @@ -710,6 +750,7 @@ void gl_update_color_material( GLcontext *ctx, if (bitmask & BACK_DIFFUSE_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; + GLfloat tmp[4]; SUB_3V( tmp, color, mat->Diffuse ); foreach (light, list) { ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); @@ -718,8 +759,10 @@ void gl_update_color_material( GLcontext *ctx, FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); } + /* update light->MatSpecular = light's specular * material's specular */ if (bitmask & FRONT_SPECULAR_BIT) { struct gl_material *mat = &ctx->Light.Material[0]; + GLfloat tmp[4]; SUB_3V( tmp, color, mat->Specular ); foreach (light, list) { if (light->Flags & LIGHT_SPECULAR) { @@ -730,8 +773,10 @@ void gl_update_color_material( GLcontext *ctx, } COPY_4FV( mat->Specular, color ); } + if (bitmask & BACK_SPECULAR_BIT) { struct gl_material *mat = &ctx->Light.Material[1]; + GLfloat tmp[4]; SUB_3V( tmp, color, mat->Specular ); foreach (light, list) { if (light->Flags & LIGHT_SPECULAR) { @@ -742,18 +787,6 @@ void gl_update_color_material( GLcontext *ctx, } COPY_4FV( mat->Specular, color ); } - if (bitmask & FRONT_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - SUB_3V( tmp, color, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[0], tmp ); - COPY_4FV( mat->Emission, color ); - } - if (bitmask & BACK_EMISSION_BIT) { - struct gl_material *mat = &ctx->Light.Material[1]; - SUB_3V( tmp, color, mat->Emission ); - ACC_3V( ctx->Light.BaseColor[1], tmp ); - COPY_4FV( mat->Emission, color ); - } if (0) { @@ -1277,45 +1310,44 @@ void gl_compute_light_positions( GLcontext *ctx ) { struct gl_light *light; - if (ctx->Light.NeedVertices && !ctx->Light.Model.LocalViewer) { - GLfloat eye_z[3] = { 0, 0, 1 }; - if (!ctx->NeedEyeCoords) { - TRANSFORM_NORMAL( ctx->EyeZDir, eye_z, ctx->ModelView.m ); - } else { + 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 ); + } } foreach (light, &ctx->Light.EnabledList) { - if (!ctx->NeedEyeCoords) { + if (ctx->NeedEyeCoords) { + COPY_4FV( light->Position, light->EyePosition ); + } + else { TRANSFORM_POINT( light->Position, ctx->ModelView.inv, light->EyePosition ); - } else { - COPY_4FV( light->Position, light->EyePosition ); } - if (!(light->Flags & LIGHT_POSITIONAL)) - { + if (!(light->Flags & LIGHT_POSITIONAL)) { /* VP (VP) = Normalize( Position ) */ COPY_3V( light->VP_inf_norm, light->Position ); NORMALIZE_3FV( light->VP_inf_norm ); - if (!ctx->Light.Model.LocalViewer) - { + if (!ctx->Light.Model.LocalViewer) { /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ ADD_3V( light->h_inf_norm, light->VP_inf_norm, ctx->EyeZDir); NORMALIZE_3FV( light->h_inf_norm ); } - light->VP_inf_spot_attenuation = 1.0; } - if (light->Flags & LIGHT_SPOT) - { + if (light->Flags & LIGHT_SPOT) { if (ctx->NeedEyeNormals) { COPY_3V( light->NormDirection, light->EyeDirection ); - } else { + } + else { TRANSFORM_NORMAL( light->NormDirection, light->EyeDirection, ctx->ModelView.m); @@ -1337,8 +1369,9 @@ void gl_compute_light_positions( GLcontext *ctx ) (light->SpotExpTable[k][0] + (x-k)*light->SpotExpTable[k][1]); } - else + else { light->VP_inf_spot_attenuation = 0; + } } } } -- cgit v1.2.3