| /* $Id: light.c,v 1.5 1999/10/19 18:37:04 keithw Exp $ */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 3.1 |
| * |
| * Copyright (C) 1999 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. |
| */ |
| |
| |
| |
| |
| |
| #ifdef PC_HEADER |
| #include "all.h" |
| #else |
| #include <float.h> |
| #ifndef XFree86Server |
| #include <assert.h> |
| #include <float.h> |
| #include <math.h> |
| #include <stdlib.h> |
| #else |
| #include "GL/xf86glx.h" |
| #endif |
| #include <stdio.h> |
| #include "context.h" |
| #include "enums.h" |
| #include "light.h" |
| #include "macros.h" |
| #include "matrix.h" |
| #include "mmath.h" |
| #include "simple_list.h" |
| #include "types.h" |
| #include "vb.h" |
| #include "xform.h" |
| #endif |
| |
| |
| |
| void gl_ShadeModel( GLcontext *ctx, GLenum mode ) |
| { |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glShadeModel"); |
| |
| if (MESA_VERBOSE & VERBOSE_API) |
| fprintf(stderr, "glShadeModel %s\n", gl_lookup_enum_by_nr(mode)); |
| |
| |
| switch (mode) { |
| case GL_FLAT: |
| case GL_SMOOTH: |
| if (ctx->Light.ShadeModel!=mode) { |
| ctx->Light.ShadeModel = mode; |
| ctx->TriangleCaps ^= DD_FLATSHADE; |
| ctx->NewState |= NEW_RASTER_OPS; |
| } |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" ); |
| } |
| |
| if (ctx->Driver.ShadeModel) |
| (*ctx->Driver.ShadeModel)( ctx, mode ); |
| } |
| |
| |
| |
| void gl_Lightfv( GLcontext *ctx, |
| GLenum light, GLenum pname, const GLfloat *params, |
| GLint nparams ) |
| { |
| GLint l; |
| |
| (void) nparams; |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLight"); |
| |
| l = (GLint) (light - GL_LIGHT0); |
| |
| if (l<0 || l>=MAX_LIGHTS) { |
| gl_error( ctx, GL_INVALID_ENUM, "glLight" ); |
| return; |
| } |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| COPY_4V( ctx->Light.Light[l].Ambient, params ); |
| break; |
| case GL_DIFFUSE: |
| COPY_4V( ctx->Light.Light[l].Diffuse, params ); |
| break; |
| case GL_SPECULAR: |
| COPY_4V( ctx->Light.Light[l].Specular, params ); |
| break; |
| case GL_POSITION: |
| /* transform position by ModelView matrix */ |
| TRANSFORM_POINT( ctx->Light.Light[l].EyePosition, |
| ctx->ModelView.m, |
| params ); |
| break; |
| case GL_SPOT_DIRECTION: |
| /* transform direction by inverse modelview */ |
| if (ctx->ModelView.flags & MAT_DIRTY_INVERSE) { |
| gl_matrix_analyze( &ctx->ModelView ); |
| } |
| TRANSFORM_NORMAL( ctx->Light.Light[l].EyeDirection, |
| params, |
| ctx->ModelView.inv ); |
| break; |
| case GL_SPOT_EXPONENT: |
| if (params[0]<0.0 || params[0]>128.0) { |
| gl_error( ctx, GL_INVALID_VALUE, "glLight" ); |
| return; |
| } |
| if (ctx->Light.Light[l].SpotExponent != params[0]) { |
| ctx->Light.Light[l].SpotExponent = params[0]; |
| gl_compute_spot_exp_table( &ctx->Light.Light[l] ); |
| } |
| break; |
| case GL_SPOT_CUTOFF: |
| if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) { |
| gl_error( ctx, GL_INVALID_VALUE, "glLight" ); |
| return; |
| } |
| ctx->Light.Light[l].SpotCutoff = params[0]; |
| ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD); |
| if (ctx->Light.Light[l].CosCutoff < 0) |
| ctx->Light.Light[l].CosCutoff = 0; |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| if (params[0]<0.0) { |
| gl_error( ctx, GL_INVALID_VALUE, "glLight" ); |
| return; |
| } |
| ctx->Light.Light[l].ConstantAttenuation = params[0]; |
| break; |
| case GL_LINEAR_ATTENUATION: |
| if (params[0]<0.0) { |
| gl_error( ctx, GL_INVALID_VALUE, "glLight" ); |
| return; |
| } |
| ctx->Light.Light[l].LinearAttenuation = params[0]; |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| if (params[0]<0.0) { |
| gl_error( ctx, GL_INVALID_VALUE, "glLight" ); |
| return; |
| } |
| ctx->Light.Light[l].QuadraticAttenuation = params[0]; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glLight" ); |
| break; |
| } |
| |
| if (ctx->Driver.Lightfv) |
| ctx->Driver.Lightfv( ctx, light, pname, params, nparams ); |
| |
| ctx->NewState |= NEW_LIGHTING; |
| } |
| |
| |
| |
| void gl_GetLightfv( GLcontext *ctx, |
| GLenum light, GLenum pname, GLfloat *params ) |
| { |
| GLint l = (GLint) (light - GL_LIGHT0); |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight"); |
| |
| if (l<0 || l>=MAX_LIGHTS) { |
| gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); |
| return; |
| } |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| COPY_4V( params, ctx->Light.Light[l].Ambient ); |
| break; |
| case GL_DIFFUSE: |
| COPY_4V( params, ctx->Light.Light[l].Diffuse ); |
| break; |
| case GL_SPECULAR: |
| COPY_4V( params, ctx->Light.Light[l].Specular ); |
| break; |
| case GL_POSITION: |
| COPY_4V( params, ctx->Light.Light[l].EyePosition ); |
| break; |
| case GL_SPOT_DIRECTION: |
| COPY_3V( params, ctx->Light.Light[l].EyeDirection ); |
| break; |
| case GL_SPOT_EXPONENT: |
| params[0] = ctx->Light.Light[l].SpotExponent; |
| break; |
| case GL_SPOT_CUTOFF: |
| params[0] = ctx->Light.Light[l].SpotCutoff; |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| params[0] = ctx->Light.Light[l].ConstantAttenuation; |
| break; |
| case GL_LINEAR_ATTENUATION: |
| params[0] = ctx->Light.Light[l].LinearAttenuation; |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| params[0] = ctx->Light.Light[l].QuadraticAttenuation; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); |
| break; |
| } |
| } |
| |
| |
| |
| void gl_GetLightiv( GLcontext *ctx, GLenum light, GLenum pname, GLint *params ) |
| { |
| GLint l = (GLint) (light - GL_LIGHT0); |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetLight"); |
| |
| if (l<0 || l>=MAX_LIGHTS) { |
| gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); |
| return; |
| } |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]); |
| params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]); |
| params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]); |
| params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]); |
| break; |
| case GL_DIFFUSE: |
| params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); |
| params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); |
| params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); |
| params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); |
| break; |
| case GL_SPECULAR: |
| params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]); |
| params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]); |
| params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]); |
| params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]); |
| break; |
| case GL_POSITION: |
| params[0] = (GLint) ctx->Light.Light[l].EyePosition[0]; |
| params[1] = (GLint) ctx->Light.Light[l].EyePosition[1]; |
| params[2] = (GLint) ctx->Light.Light[l].EyePosition[2]; |
| params[3] = (GLint) ctx->Light.Light[l].EyePosition[3]; |
| break; |
| case GL_SPOT_DIRECTION: |
| params[0] = (GLint) ctx->Light.Light[l].EyeDirection[0]; |
| params[1] = (GLint) ctx->Light.Light[l].EyeDirection[1]; |
| params[2] = (GLint) ctx->Light.Light[l].EyeDirection[2]; |
| break; |
| case GL_SPOT_EXPONENT: |
| params[0] = (GLint) ctx->Light.Light[l].SpotExponent; |
| break; |
| case GL_SPOT_CUTOFF: |
| params[0] = (GLint) ctx->Light.Light[l].SpotCutoff; |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation; |
| break; |
| case GL_LINEAR_ATTENUATION: |
| params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation; |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); |
| break; |
| } |
| } |
| |
| |
| |
| /**********************************************************************/ |
| /*** Light Model ***/ |
| /**********************************************************************/ |
| |
| |
| void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params ) |
| { |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glLightModel"); |
| |
| switch (pname) { |
| case GL_LIGHT_MODEL_AMBIENT: |
| COPY_4V( ctx->Light.Model.Ambient, params ); |
| break; |
| case GL_LIGHT_MODEL_LOCAL_VIEWER: |
| if (params[0]==0.0) |
| ctx->Light.Model.LocalViewer = GL_FALSE; |
| else |
| ctx->Light.Model.LocalViewer = GL_TRUE; |
| break; |
| case GL_LIGHT_MODEL_TWO_SIDE: |
| if (params[0]==0.0) |
| ctx->Light.Model.TwoSide = GL_FALSE; |
| else |
| ctx->Light.Model.TwoSide = GL_TRUE; |
| break; |
| case GL_LIGHT_MODEL_COLOR_CONTROL: |
| ctx->TriangleCaps &= ~DD_SEPERATE_SPECULAR; |
| ctx->NewState |= NEW_RASTER_OPS; |
| if (params[0] == (GLfloat) GL_SINGLE_COLOR) |
| ctx->Light.Model.ColorControl = GL_SINGLE_COLOR; |
| else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) { |
| ctx->Light.Model.ColorControl = GL_SEPARATE_SPECULAR_COLOR; |
| ctx->TriangleCaps |= DD_SEPERATE_SPECULAR; |
| } else |
| gl_error( ctx, GL_INVALID_ENUM, "glLightModel(param)" ); |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glLightModel" ); |
| break; |
| } |
| |
| if (ctx->Driver.LightModelfv) |
| ctx->Driver.LightModelfv( ctx, pname, params ); |
| |
| ctx->NewState |= NEW_LIGHTING; |
| } |
| |
| |
| |
| |
| /********** MATERIAL **********/ |
| |
| |
| /* |
| * Given a face and pname value (ala glColorMaterial), compute a bitmask |
| * of the targeted material values. |
| */ |
| GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, |
| GLuint legal, |
| const char *where ) |
| { |
| GLuint bitmask = 0; |
| |
| /* Make a bitmask indicating what material attribute(s) we're updating */ |
| switch (pname) { |
| case GL_EMISSION: |
| bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT; |
| break; |
| case GL_AMBIENT: |
| bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; |
| break; |
| case GL_DIFFUSE: |
| bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; |
| break; |
| case GL_SPECULAR: |
| bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT; |
| break; |
| case GL_SHININESS: |
| bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT; |
| break; |
| case GL_AMBIENT_AND_DIFFUSE: |
| bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; |
| bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; |
| break; |
| case GL_COLOR_INDEXES: |
| bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, where ); |
| return 0; |
| } |
| |
| if (face==GL_FRONT) { |
| bitmask &= FRONT_MATERIAL_BITS; |
| } |
| else if (face==GL_BACK) { |
| bitmask &= BACK_MATERIAL_BITS; |
| } |
| else if (face != GL_FRONT_AND_BACK) { |
| gl_error( ctx, GL_INVALID_ENUM, where ); |
| return 0; |
| } |
| |
| if (bitmask & ~legal) { |
| gl_error( ctx, GL_INVALID_ENUM, where ); |
| return 0; |
| } |
| |
| return bitmask; |
| } |
| |
| |
| |
| |
| |
| |
| /* |
| * Check if the global material has to be updated with info that was |
| * associated with a vertex via glMaterial. |
| * This function is used when any material values get changed between |
| * glBegin/glEnd either by calling glMaterial() or by calling glColor() |
| * when GL_COLOR_MATERIAL is enabled. |
| * |
| * 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 |
| * values in the slower shading functions, which further offsets |
| * the cost of doing this here. |
| */ |
| void gl_update_material( GLcontext *ctx, |
| struct gl_material *src, |
| GLuint bitmask ) |
| { |
| struct gl_light *light, *list = &ctx->Light.EnabledList; |
| GLfloat tmp[4]; |
| |
| if (ctx->Light.ColorMaterialEnabled) |
| bitmask &= ~ctx->Light.ColorMaterialBitmask; |
| |
| if (!bitmask) |
| return; |
| |
| 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); |
| foreach (light, list) { |
| ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); |
| } |
| 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); |
| foreach (light, list) { |
| ACC_SCALE_3V( ctx->Light.BaseColor[0], light->Ambient, tmp ); |
| } |
| COPY_4FV( mat->Ambient, src[1].Ambient ); |
| } |
| if (bitmask & FRONT_DIFFUSE_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[0]; |
| SUB_3V( tmp, src[0].Diffuse, mat->Diffuse ); |
| foreach (light, list) { |
| ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); |
| } |
| COPY_4FV( mat->Diffuse, src[0].Diffuse ); |
| FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); |
| } |
| if (bitmask & BACK_DIFFUSE_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[1]; |
| SUB_3V( tmp, src[1].Diffuse, mat->Diffuse ); |
| foreach (light, list) { |
| ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); |
| } |
| COPY_4FV( mat->Diffuse, src[1].Diffuse ); |
| FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); |
| } |
| if (bitmask & FRONT_SPECULAR_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[0]; |
| SUB_3V( tmp, src[0].Specular, mat->Specular ); |
| foreach (light, list) { |
| if (light->Flags & LIGHT_SPECULAR) { |
| ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp ); |
| light->IsMatSpecular[0] = |
| (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16); |
| } |
| } |
| COPY_4FV( mat->Specular, src[0].Specular ); |
| } |
| if (bitmask & BACK_SPECULAR_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[1]; |
| SUB_3V( tmp, src[1].Specular, mat->Specular ); |
| foreach (light, list) { |
| if (light->Flags & LIGHT_SPECULAR) { |
| ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp ); |
| light->IsMatSpecular[1] = |
| (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16); |
| } |
| } |
| 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 ); |
| gl_compute_shine_table( ctx, 2, shininess * .5 ); |
| } |
| if (bitmask & BACK_SHININESS_BIT) { |
| GLfloat shininess = ctx->Light.Material[1].Shininess = src[1].Shininess; |
| 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; |
| ctx->Light.Material[0].SpecularIndex = src[0].SpecularIndex; |
| } |
| if (bitmask & BACK_INDEXES_BIT) { |
| ctx->Light.Material[1].AmbientIndex = src[1].AmbientIndex; |
| ctx->Light.Material[1].DiffuseIndex = src[1].DiffuseIndex; |
| ctx->Light.Material[1].SpecularIndex = src[1].SpecularIndex; |
| } |
| |
| } |
| |
| |
| |
| |
| |
| |
| 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]; |
| |
| UBYTE_RGBA_TO_FLOAT_RGBA( color, rgba ); |
| |
| 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 ); |
| } |
| 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[0], light->Ambient, tmp ); |
| } |
| COPY_4FV( mat->Ambient, color ); |
| } |
| |
| if (bitmask & FRONT_DIFFUSE_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[0]; |
| SUB_3V( tmp, color, mat->Diffuse ); |
| foreach (light, list) { |
| ACC_SCALE_3V( light->MatDiffuse[0], light->Diffuse, tmp ); |
| } |
| COPY_4FV( mat->Diffuse, color ); |
| FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[0], mat->Diffuse[3]); |
| } |
| |
| if (bitmask & BACK_DIFFUSE_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[1]; |
| SUB_3V( tmp, color, mat->Diffuse ); |
| foreach (light, list) { |
| ACC_SCALE_3V( light->MatDiffuse[1], light->Diffuse, tmp ); |
| } |
| COPY_4FV( mat->Diffuse, color ); |
| FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[1], mat->Diffuse[3]); |
| } |
| |
| if (bitmask & FRONT_SPECULAR_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[0]; |
| SUB_3V( tmp, color, mat->Specular ); |
| foreach (light, list) { |
| if (light->Flags & LIGHT_SPECULAR) { |
| ACC_SCALE_3V( light->MatSpecular[0], light->Specular, tmp ); |
| light->IsMatSpecular[0] = |
| (LEN_SQUARED_3FV(light->MatSpecular[0]) > 1e-16); |
| } |
| } |
| COPY_4FV( mat->Specular, color ); |
| } |
| if (bitmask & BACK_SPECULAR_BIT) { |
| struct gl_material *mat = &ctx->Light.Material[1]; |
| SUB_3V( tmp, color, mat->Specular ); |
| foreach (light, list) { |
| if (light->Flags & LIGHT_SPECULAR) { |
| ACC_SCALE_3V( light->MatSpecular[1], light->Specular, tmp ); |
| light->IsMatSpecular[1] = |
| (LEN_SQUARED_3FV(light->MatSpecular[1]) > 1e-16); |
| } |
| } |
| 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 ); |
| } |
| } |
| |
| |
| |
| |
| void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode ) |
| { |
| GLuint bitmask; |
| GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT | |
| FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT | |
| FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT | |
| FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT); |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glColorMaterial"); |
| |
| bitmask = gl_material_bitmask( ctx, face, mode, legal, "glColorMaterial" ); |
| |
| if (bitmask != 0) { |
| ctx->Light.ColorMaterialBitmask = bitmask; |
| ctx->Light.ColorMaterialFace = face; |
| ctx->Light.ColorMaterialMode = mode; |
| } |
| } |
| |
| |
| |
| /* KW: This is now called directly (ie by name) from the glMaterial* |
| * API functions. |
| */ |
| void gl_Materialfv( GLcontext *ctx, |
| GLenum face, GLenum pname, const GLfloat *params ) |
| { |
| struct immediate *IM; |
| struct gl_material *mat; |
| GLuint bitmask; |
| GLuint count; |
| |
| bitmask = gl_material_bitmask( ctx, face, pname, ~0, "gl_Materialfv" ); |
| if (bitmask == 0) |
| return; |
| |
| IM = ctx->input; |
| count = IM->Count; |
| |
| if (!IM->Material) { |
| IM->Material = |
| (struct gl_material (*)[2]) MALLOC( sizeof(struct gl_material) * |
| VB_SIZE * 2 ); |
| IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * VB_SIZE ); |
| } |
| |
| |
| if (!(IM->Flag[count] & VERT_MATERIAL)) { |
| IM->Flag[count] |= VERT_MATERIAL; |
| IM->MaterialMask[count] = 0; |
| } |
| |
| |
| IM->MaterialMask[count] |= bitmask; |
| mat = IM->Material[count]; |
| |
| if (bitmask & FRONT_AMBIENT_BIT) { |
| COPY_4FV( mat[0].Ambient, params ); |
| } |
| if (bitmask & BACK_AMBIENT_BIT) { |
| COPY_4FV( mat[1].Ambient, params ); |
| } |
| if (bitmask & FRONT_DIFFUSE_BIT) { |
| COPY_4FV( mat[0].Diffuse, params ); |
| } |
| if (bitmask & BACK_DIFFUSE_BIT) { |
| COPY_4FV( mat[1].Diffuse, params ); |
| } |
| if (bitmask & FRONT_SPECULAR_BIT) { |
| COPY_4FV( mat[0].Specular, params ); |
| } |
| if (bitmask & BACK_SPECULAR_BIT) { |
| COPY_4FV( mat[1].Specular, params ); |
| } |
| if (bitmask & FRONT_EMISSION_BIT) { |
| COPY_4FV( mat[0].Emission, params ); |
| } |
| if (bitmask & BACK_EMISSION_BIT) { |
| COPY_4FV( mat[1].Emission, params ); |
| } |
| if (bitmask & FRONT_SHININESS_BIT) { |
| GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); |
| mat[0].Shininess = shininess; |
| } |
| if (bitmask & BACK_SHININESS_BIT) { |
| GLfloat shininess = CLAMP( params[0], 0.0F, 128.0F ); |
| mat[1].Shininess = shininess; |
| } |
| if (bitmask & FRONT_INDEXES_BIT) { |
| mat[0].AmbientIndex = params[0]; |
| mat[0].DiffuseIndex = params[1]; |
| mat[0].SpecularIndex = params[2]; |
| } |
| if (bitmask & BACK_INDEXES_BIT) { |
| mat[1].AmbientIndex = params[0]; |
| mat[1].DiffuseIndex = params[1]; |
| mat[1].SpecularIndex = params[2]; |
| } |
| } |
| |
| |
| |
| |
| void gl_GetMaterialfv( GLcontext *ctx, |
| GLenum face, GLenum pname, GLfloat *params ) |
| { |
| GLuint f; |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialfv"); |
| |
| if (face==GL_FRONT) { |
| f = 0; |
| } |
| else if (face==GL_BACK) { |
| f = 1; |
| } |
| else { |
| gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); |
| return; |
| } |
| switch (pname) { |
| case GL_AMBIENT: |
| COPY_4FV( params, ctx->Light.Material[f].Ambient ); |
| break; |
| case GL_DIFFUSE: |
| COPY_4FV( params, ctx->Light.Material[f].Diffuse ); |
| break; |
| case GL_SPECULAR: |
| COPY_4FV( params, ctx->Light.Material[f].Specular ); |
| break; |
| case GL_EMISSION: |
| COPY_4FV( params, ctx->Light.Material[f].Emission ); |
| break; |
| case GL_SHININESS: |
| *params = ctx->Light.Material[f].Shininess; |
| break; |
| case GL_COLOR_INDEXES: |
| params[0] = ctx->Light.Material[f].AmbientIndex; |
| params[1] = ctx->Light.Material[f].DiffuseIndex; |
| params[2] = ctx->Light.Material[f].SpecularIndex; |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
| } |
| } |
| |
| |
| |
| void gl_GetMaterialiv( GLcontext *ctx, |
| GLenum face, GLenum pname, GLint *params ) |
| { |
| GLuint f; |
| |
| ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetMaterialiv"); |
| |
| if (face==GL_FRONT) { |
| f = 0; |
| } |
| else if (face==GL_BACK) { |
| f = 1; |
| } |
| else { |
| gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); |
| return; |
| } |
| switch (pname) { |
| case GL_AMBIENT: |
| params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] ); |
| params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] ); |
| params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] ); |
| params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] ); |
| break; |
| case GL_DIFFUSE: |
| params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] ); |
| params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] ); |
| params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] ); |
| params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] ); |
| break; |
| case GL_SPECULAR: |
| params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] ); |
| params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] ); |
| params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] ); |
| params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] ); |
| break; |
| case GL_EMISSION: |
| params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] ); |
| params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] ); |
| params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] ); |
| params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] ); |
| break; |
| case GL_SHININESS: |
| *params = ROUNDF( ctx->Light.Material[f].Shininess ); |
| break; |
| case GL_COLOR_INDEXES: |
| params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex ); |
| params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex ); |
| params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex ); |
| break; |
| default: |
| gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
| } |
| } |
| |
| |
| |
| |
| /**********************************************************************/ |
| /***** Lighting computation *****/ |
| /**********************************************************************/ |
| |
| |
| /* |
| * Notes: |
| * When two-sided lighting is enabled we compute the color (or index) |
| * for both the front and back side of the primitive. Then, when the |
| * orientation of the facet is later learned, we can determine which |
| * color (or index) to use for rendering. |
| * |
| * KW: We now know orientation in advance and only shade for |
| * the side or sides which are actually required. |
| * |
| * Variables: |
| * n = normal vector |
| * V = vertex position |
| * P = light source position |
| * Pe = (0,0,0,1) |
| * |
| * Precomputed: |
| * IF P[3]==0 THEN |
| * // light at infinity |
| * IF local_viewer THEN |
| * VP_inf_norm = unit vector from V to P // Precompute |
| * ELSE |
| * // eye at infinity |
| * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute |
| * ENDIF |
| * ENDIF |
| * |
| * Functions: |
| * Normalize( v ) = normalized vector v |
| * Magnitude( v ) = length of vector v |
| */ |
| |
| |
| |
| /* |
| * Whenever the spotlight exponent for a light changes we must call |
| * this function to recompute the exponent lookup table. |
| */ |
| void gl_compute_spot_exp_table( struct gl_light *l ) |
| { |
| int i; |
| double exponent = l->SpotExponent; |
| double tmp = 0; |
| int clamp = 0; |
| |
| l->SpotExpTable[0][0] = 0.0; |
| |
| for (i=EXP_TABLE_SIZE-1;i>0;i--) { |
| if (clamp == 0) { |
| tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent); |
| if (tmp < FLT_MIN*100.0) { |
| tmp = 0.0; |
| clamp = 1; |
| } |
| } |
| l->SpotExpTable[i][0] = tmp; |
| } |
| for (i=0;i<EXP_TABLE_SIZE-1;i++) { |
| l->SpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0]; |
| } |
| l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0; |
| } |
| |
| |
| |
| |
| /* Calculate a new shine table. Doing this here saves a branch in |
| * lighting, and the cost of doing it early may be partially offset |
| * by keeping a MRU cache of shine tables for various shine values. |
| */ |
| static void compute_shine_table( struct gl_shine_tab *tab, GLfloat shininess ) |
| { |
| int i; |
| GLfloat *m = tab->tab; |
| |
| m[0] = 0; |
| if (shininess == 0) { |
| for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) |
| m[i] = 1; |
| } else { |
| for (i = 1 ; i <= SHINE_TABLE_SIZE ; i++) { |
| double t = pow( i/(GLfloat)SHINE_TABLE_SIZE, shininess ); |
| m[i] = 0; |
| if (t > 1e-20) m[i] = t; |
| } |
| } |
| |
| tab->shininess = shininess; |
| } |
| |
| #define DISTSQR(a,b) ((a-b)*(a-b)) |
| |
| void gl_compute_shine_table( GLcontext *ctx, GLuint i, GLfloat shininess ) |
| { |
| struct gl_shine_tab *list = ctx->ShineTabList; |
| struct gl_shine_tab *s; |
| |
| foreach(s, list) |
| if ( DISTSQR(s->shininess, shininess) < 1e-4 ) |
| break; |
| |
| if (s == list) |
| { |
| foreach(s, list) |
| if (s->refcount == 0) break; |
| |
| compute_shine_table( s, shininess ); |
| } |
| |
| ctx->ShineTable[i]->refcount--; |
| ctx->ShineTable[i] = s; |
| move_to_tail( list, s ); |
| s->refcount++; |
| } |
| |
| |
| |
| |
| void gl_reinit_light_attrib( GLcontext *ctx, struct gl_light_attrib *l ) |
| { |
| GLuint i; |
| |
| if (ctx->ShineTable[0]->shininess != l->Material[0].Shininess) { |
| gl_compute_shine_table( ctx, 0, l->Material[0].Shininess ); |
| gl_compute_shine_table( ctx, 2, l->Material[0].Shininess * .5 ); |
| } |
| |
| if (ctx->ShineTable[1]->shininess != l->Material[1].Shininess) { |
| gl_compute_shine_table( ctx, 1, l->Material[1].Shininess ); |
| gl_compute_shine_table( ctx, 3, l->Material[1].Shininess * .5 ); |
| } |
| |
| make_empty_list( &l->EnabledList ); |
| for (i = 0 ; i < MAX_LIGHTS ; i++) { |
| if (l->Light[i].Enabled) |
| insert_at_tail( &l->EnabledList, &l->Light[i] ); |
| } |
| } |
| |
| |
| |
| /* |
| * Examine current lighting parameters to determine if the optimized lighting |
| * function can be used. |
| * Also, precompute some lighting values such as the products of light |
| * source and material ambient, diffuse and specular coefficients. |
| */ |
| void gl_update_lighting( GLcontext *ctx ) |
| { |
| struct gl_light *light; |
| |
| ctx->Light.Flags = 0; |
| |
| foreach(light, &ctx->Light.EnabledList) { |
| |
| light->Flags = 0; |
| |
| if (light->EyePosition[3] != 0.0F) |
| light->Flags |= LIGHT_POSITIONAL; |
| |
| if (LEN_SQUARED_3FV(light->Specular) > 1e-16) |
| light->Flags |= LIGHT_SPECULAR; |
| |
| if (light->SpotCutoff != 180.0F) |
| light->Flags |= LIGHT_SPOT; |
| |
| ctx->Light.Flags |= light->Flags; |
| } |
| |
| ctx->Light.NeedVertices = |
| ((ctx->Light.Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || |
| (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) || |
| (ctx->Light.Model.LocalViewer && (ctx->Light.Flags & LIGHT_SPECULAR))); |
| |
| |
| /* Precompute some shading values. |
| */ |
| if (ctx->Visual->RGBAflag) |
| { |
| GLuint sides = ((ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) ? 2 : 1); |
| GLuint side; |
| for (side=0; side < sides; side++) { |
| struct gl_material *mat = &ctx->Light.Material[side]; |
| |
| COPY_3V(ctx->Light.BaseColor[side], mat->Emission); |
| ACC_SCALE_3V(ctx->Light.BaseColor[side], |
| ctx->Light.Model.Ambient, |
| mat->Ambient); |
| |
| FLOAT_COLOR_TO_UBYTE_COLOR(ctx->Light.BaseAlpha[side], |
| ctx->Light.Material[side].Diffuse[3] ); |
| } |
| |
| foreach (light, &ctx->Light.EnabledList) { |
| for (side=0; side< sides; side++) { |
| struct gl_material *mat = &ctx->Light.Material[side]; |
| SCALE_3V( light->MatDiffuse[side], light->Diffuse, mat->Diffuse ); |
| SCALE_3V( light->MatAmbient[side], light->Ambient, mat->Ambient ); |
| ACC_3V( ctx->Light.BaseColor[side], light->MatAmbient[side] ); |
| if (light->Flags & LIGHT_SPECULAR) |
| { |
| SCALE_3V( light->MatSpecular[side], light->Specular, |
| mat->Specular); |
| light->IsMatSpecular[side] = |
| (LEN_SQUARED_3FV(light->MatSpecular[side]) > 1e-16); |
| } |
| else |
| light->IsMatSpecular[side] = 0; |
| } |
| } |
| } |
| else |
| { |
| static GLfloat ci[3] = { .30, .59, .11 }; |
| |
| foreach(light, &ctx->Light.EnabledList) { |
| light->dli = DOT3(ci, light->Diffuse); |
| light->sli = DOT3(ci, light->Specular); |
| } |
| } |
| } |
| |
| /* Need to seriously restrict the circumstances under which these |
| * calc's are performed. |
| */ |
| 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 { |
| COPY_3V( ctx->EyeZDir, eye_z ); |
| } |
| } |
| |
| foreach (light, &ctx->Light.EnabledList) { |
| |
| if (!ctx->NeedEyeCoords) { |
| TRANSFORM_POINT( light->Position, ctx->ModelView.inv, |
| light->EyePosition ); |
| } else { |
| COPY_4FV( light->Position, light->EyePosition ); |
| } |
| |
| 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) |
| { |
| /* 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 (ctx->NeedEyeNormals) { |
| COPY_3V( light->NormDirection, light->EyeDirection ); |
| } else { |
| TRANSFORM_NORMAL( light->NormDirection, |
| light->EyeDirection, |
| ctx->ModelView.m); |
| } |
| |
| NORMALIZE_3FV( light->NormDirection ); |
| |
| |
| /* Unlikely occurrance? |
| */ |
| if (!(light->Flags & LIGHT_POSITIONAL)) { |
| GLfloat PV_dot_dir = - DOT3(light->VP_inf_norm, |
| light->NormDirection); |
| |
| if (PV_dot_dir > light->CosCutoff) { |
| double x = PV_dot_dir * (EXP_TABLE_SIZE-1); |
| int k = (int) x; |
| light->VP_inf_spot_attenuation = |
| (light->SpotExpTable[k][0] + |
| (x-k)*light->SpotExpTable[k][1]); |
| } |
| else |
| light->VP_inf_spot_attenuation = 0; |
| } |
| } |
| } |
| } |
| |
| |
| |
| |
| |
| void gl_update_normal_transform( GLcontext *ctx ) |
| { |
| GLuint new_flag = 0; |
| normal_func *last = ctx->NormalTransform; |
| |
| ctx->vb_rescale_factor = 1.0; |
| |
| if (ctx->NeedEyeCoords) { |
| if (ctx->NeedNormals) { |
| GLuint transform = NORM_TRANSFORM_NO_ROT; |
| |
| if (ctx->ModelView.flags & (MAT_FLAG_GENERAL | |
| MAT_FLAG_ROTATION | |
| MAT_FLAG_GENERAL_3D | |
| MAT_FLAG_PERSPECTIVE)) |
| transform = NORM_TRANSFORM; |
| |
| |
| new_flag = ctx->NewState & NEW_MODELVIEW; |
| ctx->vb_rescale_factor = ctx->rescale_factor; |
| |
| if (ctx->Transform.Normalize) |
| { |
| ctx->NormalTransform = gl_normal_tab[transform | NORM_NORMALIZE]; |
| } |
| else if (ctx->Transform.RescaleNormals && |
| ctx->rescale_factor != 1.0) |
| { |
| ctx->NormalTransform = gl_normal_tab[transform | NORM_RESCALE]; |
| } |
| else |
| { |
| ctx->NormalTransform = gl_normal_tab[transform]; |
| } |
| } else { |
| ctx->NormalTransform = 0; |
| } |
| } |
| else { |
| if (ctx->NeedNormals) { |
| ctx->vb_rescale_factor = 1.0/ctx->rescale_factor; |
| |
| if (ctx->Transform.Normalize) |
| { |
| ctx->NormalTransform = gl_normal_tab[NORM_NORMALIZE]; |
| } |
| else if (!ctx->Transform.RescaleNormals && |
| ctx->rescale_factor != 1.0) |
| { |
| ctx->NormalTransform = gl_normal_tab[NORM_RESCALE]; |
| } |
| else |
| { |
| ctx->NormalTransform = 0; |
| } |
| } else { |
| ctx->NormalTransform = 0; |
| } |
| } |
| |
| if (last != ctx->NormalTransform || new_flag) |
| ctx->NewState |= NEW_NORMAL_TRANSFORM; |
| } |
| |