📄 light.c
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/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2005 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 "imports.h"
#include "context.h"
#include "enums.h"
#include "light.h"
#include "macros.h"
#include "simple_list.h"
#include "mtypes.h"
#include "math/m_matrix.h"
void GLAPIENTRY
_mesa_ShadeModel( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
if (mode != GL_FLAT && mode != GL_SMOOTH) {
_mesa_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
return;
}
if (ctx->Light.ShadeModel == mode)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ShadeModel = mode;
ctx->_TriangleCaps ^= DD_FLATSHADE;
if (ctx->Driver.ShadeModel)
(*ctx->Driver.ShadeModel)( ctx, mode );
}
void GLAPIENTRY
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
{
_mesa_Lightfv( light, pname, ¶m );
}
void GLAPIENTRY
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint i = (GLint) (light - GL_LIGHT0);
struct gl_light *l = &ctx->Light.Light[i];
if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
return;
}
switch (pname) {
case GL_AMBIENT:
if (TEST_EQ_4V(l->Ambient, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Ambient, params );
break;
case GL_DIFFUSE:
if (TEST_EQ_4V(l->Diffuse, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Diffuse, params );
break;
case GL_SPECULAR:
if (TEST_EQ_4V(l->Specular, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Specular, params );
break;
case GL_POSITION: {
GLfloat tmp[4];
/* transform position by ModelView matrix */
TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
if (TEST_EQ_4V(l->EyePosition, tmp))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V(l->EyePosition, tmp);
if (l->EyePosition[3] != 0.0F)
l->_Flags |= LIGHT_POSITIONAL;
else
l->_Flags &= ~LIGHT_POSITIONAL;
break;
}
case GL_SPOT_DIRECTION: {
GLfloat tmp[4];
/* transform direction by inverse modelview */
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
}
TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
if (TEST_EQ_3V(l->EyeDirection, tmp))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_3V(l->EyeDirection, tmp);
break;
}
case GL_SPOT_EXPONENT:
if (params[0]<0.0 || params[0]>ctx->Const.MaxSpotExponent) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->SpotExponent == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotExponent = params[0];
_mesa_invalidate_spot_exp_table( l );
break;
case GL_SPOT_CUTOFF:
if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->SpotCutoff == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotCutoff = params[0];
l->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD);
if (l->_CosCutoff < 0)
l->_CosCutoff = 0;
if (l->SpotCutoff != 180.0F)
l->_Flags |= LIGHT_SPOT;
else
l->_Flags &= ~LIGHT_SPOT;
break;
case GL_CONSTANT_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->ConstantAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->ConstantAttenuation = params[0];
break;
case GL_LINEAR_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->LinearAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->LinearAttenuation = params[0];
break;
case GL_QUADRATIC_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
return;
}
if (l->QuadraticAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->QuadraticAttenuation = params[0];
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname );
return;
}
if (ctx->Driver.Lightfv)
ctx->Driver.Lightfv( ctx, light, pname, params );
}
void GLAPIENTRY
_mesa_Lighti( GLenum light, GLenum pname, GLint param )
{
_mesa_Lightiv( light, pname, ¶m );
}
void GLAPIENTRY
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
{
GLfloat fparam[4];
switch (pname) {
case GL_AMBIENT:
case GL_DIFFUSE:
case GL_SPECULAR:
fparam[0] = INT_TO_FLOAT( params[0] );
fparam[1] = INT_TO_FLOAT( params[1] );
fparam[2] = INT_TO_FLOAT( params[2] );
fparam[3] = INT_TO_FLOAT( params[3] );
break;
case GL_POSITION:
fparam[0] = (GLfloat) params[0];
fparam[1] = (GLfloat) params[1];
fparam[2] = (GLfloat) params[2];
fparam[3] = (GLfloat) params[3];
break;
case GL_SPOT_DIRECTION:
fparam[0] = (GLfloat) params[0];
fparam[1] = (GLfloat) params[1];
fparam[2] = (GLfloat) params[2];
break;
case GL_SPOT_EXPONENT:
case GL_SPOT_CUTOFF:
case GL_CONSTANT_ATTENUATION:
case GL_LINEAR_ATTENUATION:
case GL_QUADRATIC_ATTENUATION:
fparam[0] = (GLfloat) params[0];
break;
default:
/* error will be caught later in gl_Lightfv */
;
}
_mesa_Lightfv( light, pname, fparam );
}
void GLAPIENTRY
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint l = (GLint) (light - GL_LIGHT0);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
_mesa_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:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
break;
}
}
void GLAPIENTRY
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint l = (GLint) (light - GL_LIGHT0);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
_mesa_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:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
break;
}
}
/**********************************************************************/
/*** Light Model ***/
/**********************************************************************/
void GLAPIENTRY
_mesa_LightModelfv( GLenum pname, const GLfloat *params )
{
GLenum newenum;
GLboolean newbool;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( ctx->Light.Model.Ambient, params );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
newbool = (params[0]!=0.0);
if (ctx->Light.Model.LocalViewer == newbool)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.LocalViewer = newbool;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
newbool = (params[0]!=0.0);
if (ctx->Light.Model.TwoSide == newbool)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.TwoSide = newbool;
if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
else
ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
if (params[0] == (GLfloat) GL_SINGLE_COLOR)
newenum = GL_SINGLE_COLOR;
else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
newenum = GL_SEPARATE_SPECULAR_COLOR;
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
(GLint) params[0] );
return;
}
if (ctx->Light.Model.ColorControl == newenum)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.ColorControl = newenum;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
break;
}
if (ctx->Driver.LightModelfv)
ctx->Driver.LightModelfv( ctx, pname, params );
}
void GLAPIENTRY
_mesa_LightModeliv( GLenum pname, const GLint *params )
{
GLfloat fparam[4];
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
fparam[0] = INT_TO_FLOAT( params[0] );
fparam[1] = INT_TO_FLOAT( params[1] );
fparam[2] = INT_TO_FLOAT( params[2] );
fparam[3] = INT_TO_FLOAT( params[3] );
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
case GL_LIGHT_MODEL_TWO_SIDE:
case GL_LIGHT_MODEL_COLOR_CONTROL:
fparam[0] = (GLfloat) params[0];
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