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/* $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 */
};
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