/* $Id: t_vb_light.c,v 1.5 2001/01/24 00:04:59 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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 { #if CHAN_TYPE == GL_UNSIGNED_BYTE GLvector4ub LitColor[2]; GLvector4ub LitSecondary[2]; #elif CHAN_TYPE == GL_UNSIGNED_SHORT GLvector4us LitColor[2]; GLvector4us LitSecondary[2]; #elif CHAN_TYPE == GL_FLOAT GLvector4f LitColor[2]; GLvector4f LitSecondary[2]; #endif GLvector1ui LitIndex[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.rgbMode) { 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; */ } else tab = _tnl_light_ci_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(); #if CHAN_TYPE == GL_UNSIGNED_BYTE 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 ); #elif CHAN_TYPE == GL_UNSIGNED_SHORT gl_vector4us_alloc( &store->LitColor[0], 0, size, 32 ); gl_vector4us_alloc( &store->LitColor[1], 0, size, 32 ); gl_vector4us_alloc( &store->LitSecondary[0], 0, size, 32 ); gl_vector4us_alloc( &store->LitSecondary[1], 0, size, 32 ); #elif CHAN_TYPE == GL_FLOAT gl_vector4f_alloc( &store->LitColor[0], 0, size, 32 ); gl_vector4f_alloc( &store->LitColor[1], 0, size, 32 ); gl_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 ); gl_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 ); #endif 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; stage->outputs = VERT_RGBA; if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) stage->outputs |= VERT_SPEC_RGB; } } static void dtr( struct gl_pipeline_stage *stage ) { struct light_stage_data *store = LIGHT_STAGE_DATA(stage); if (store) { #if CHAN_TYPE == GL_UNSIGNED_BYTE gl_vector4ub_free( &store->LitColor[0] ); gl_vector4ub_free( &store->LitColor[1] ); gl_vector4ub_free( &store->LitSecondary[0] ); gl_vector4ub_free( &store->LitSecondary[1] ); #elif CHAN_TYPE == GL_UNSIGNED_SHORT gl_vector4us_free( &store->LitColor[0] ); gl_vector4us_free( &store->LitColor[1] ); gl_vector4us_free( &store->LitSecondary[0] ); gl_vector4us_free( &store->LitSecondary[1] ); #elif CHAN_TYPE == GL_FLOAT gl_vector4f_free( &store->LitColor[0] ); gl_vector4f_free( &store->LitColor[1] ); gl_vector4f_free( &store->LitSecondary[0] ); gl_vector4f_free( &store->LitSecondary[1] ); #endif gl_vector1ui_free( &store->LitIndex[0] ); gl_vector1ui_free( &store->LitIndex[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) */ 0,0,0, /* active, inputs, outputs */ 0,0, /* changed_inputs, private_data */ dtr, /* destroy */ check_lighting, /* check */ run_init_lighting /* run -- initially set to ctr */ };