📄 light.c
字号:
break;
default:
/* Error will be caught later in gl_LightModelfv */
;
}
_mesa_LightModelfv( pname, fparam );
}
void GLAPIENTRY
_mesa_LightModeli( GLenum pname, GLint param )
{
_mesa_LightModeliv( pname, ¶m );
}
void GLAPIENTRY
_mesa_LightModelf( GLenum pname, GLfloat param )
{
_mesa_LightModelfv( pname, ¶m );
}
/********** MATERIAL **********/
/*
* Given a face and pname value (ala glColorMaterial), compute a bitmask
* of the targeted material values.
*/
GLuint
_mesa_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 |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
break;
case GL_AMBIENT:
bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
break;
case GL_DIFFUSE:
bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
break;
case GL_SPECULAR:
bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
break;
case GL_SHININESS:
bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
break;
case GL_AMBIENT_AND_DIFFUSE:
bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
break;
case GL_COLOR_INDEXES:
bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
break;
default:
_mesa_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) {
_mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
if (bitmask & ~legal) {
_mesa_error( ctx, GL_INVALID_ENUM, where );
return 0;
}
return bitmask;
}
/* Perform a straight copy between materials.
*/
void
_mesa_copy_materials( struct gl_material *dst,
const struct gl_material *src,
GLuint bitmask )
{
int i;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
COPY_4FV( dst->Attrib[i], src->Attrib[i] );
}
/* Update derived values following a change in ctx->Light.Material
*/
void
_mesa_update_material( GLcontext *ctx, GLuint bitmask )
{
struct gl_light *light, *list = &ctx->Light.EnabledList;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
_mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
if (!bitmask)
return;
/* update material ambience */
if (bitmask & MAT_BIT_FRONT_AMBIENT) {
foreach (light, list) {
SCALE_3V( light->_MatAmbient[0], light->Ambient,
mat[MAT_ATTRIB_FRONT_AMBIENT]);
}
}
if (bitmask & MAT_BIT_BACK_AMBIENT) {
foreach (light, list) {
SCALE_3V( light->_MatAmbient[1], light->Ambient,
mat[MAT_ATTRIB_BACK_AMBIENT]);
}
}
/* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
ctx->Light.Model.Ambient );
}
if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
ctx->Light.Model.Ambient );
}
/* update material diffuse values */
if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
mat[MAT_ATTRIB_FRONT_DIFFUSE] );
}
}
if (bitmask & MAT_BIT_BACK_DIFFUSE) {
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
mat[MAT_ATTRIB_BACK_DIFFUSE] );
}
}
/* update material specular values */
if (bitmask & MAT_BIT_FRONT_SPECULAR) {
foreach (light, list) {
SCALE_3V( light->_MatSpecular[0], light->Specular,
mat[MAT_ATTRIB_FRONT_SPECULAR]);
}
}
if (bitmask & MAT_BIT_BACK_SPECULAR) {
foreach (light, list) {
SCALE_3V( light->_MatSpecular[1], light->Specular,
mat[MAT_ATTRIB_BACK_SPECULAR]);
}
}
if (bitmask & MAT_BIT_FRONT_SHININESS) {
_mesa_invalidate_shine_table( ctx, 0 );
}
if (bitmask & MAT_BIT_BACK_SHININESS) {
_mesa_invalidate_shine_table( ctx, 1 );
}
}
/*
* Update the current materials from the given rgba color
* according to the bitmask in ColorMaterialBitmask, which is
* set by glColorMaterial().
*/
void
_mesa_update_color_material( GLcontext *ctx, const GLfloat color[4] )
{
GLuint bitmask = ctx->Light.ColorMaterialBitmask;
struct gl_material *mat = &ctx->Light.Material;
int i;
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
COPY_4FV( mat->Attrib[i], color );
_mesa_update_material( ctx, bitmask );
}
void GLAPIENTRY
_mesa_ColorMaterial( GLenum face, GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
GLuint bitmask;
GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glColorMaterial %s %s\n",
_mesa_lookup_enum_by_nr(face),
_mesa_lookup_enum_by_nr(mode));
bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
if (ctx->Light.ColorMaterialBitmask == bitmask &&
ctx->Light.ColorMaterialFace == face &&
ctx->Light.ColorMaterialMode == mode)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ColorMaterialBitmask = bitmask;
ctx->Light.ColorMaterialFace = face;
ctx->Light.ColorMaterialMode = mode;
if (ctx->Light.ColorMaterialEnabled) {
FLUSH_CURRENT( ctx, 0 );
_mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
}
if (ctx->Driver.ColorMaterial)
(*ctx->Driver.ColorMaterial)( ctx, face, mode );
}
void GLAPIENTRY
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint f;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
if (face==GL_FRONT) {
f = 0;
}
else if (face==GL_BACK) {
f = 1;
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
return;
}
switch (pname) {
case GL_AMBIENT:
COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
break;
case GL_DIFFUSE:
COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
break;
case GL_SPECULAR:
COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
break;
case GL_EMISSION:
COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
break;
case GL_SHININESS:
*params = mat[MAT_ATTRIB_SHININESS(f)][0];
break;
case GL_COLOR_INDEXES:
params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
}
}
void GLAPIENTRY
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint f;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
if (face==GL_FRONT) {
f = 0;
}
else if (face==GL_BACK) {
f = 1;
}
else {
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
return;
}
switch (pname) {
case GL_AMBIENT:
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
break;
case GL_DIFFUSE:
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
break;
case GL_SPECULAR:
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
break;
case GL_EMISSION:
params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
break;
case GL_SHININESS:
*params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
break;
case GL_COLOR_INDEXES:
params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
break;
default:
_mesa_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
_mesa_invalidate_spot_exp_table( struct gl_light *l )
{
l->_SpotExpTable[0][0] = -1;
}
static void
validate_spot_exp_table( struct gl_light *l )
{
GLint i;
GLdouble exponent = l->SpotExponent;
GLdouble tmp = 0;
GLint clamp = 0;
l->_SpotExpTable[0][0] = 0.0;
for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
if (clamp == 0) {
tmp = _mesa_pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
if (tmp < FLT_MIN * 100.0) {
tmp = 0.0;
clamp = 1;
}
}
l->_SpotExpTable[i][0] = (GLfloat) 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.
*/
void
_mesa_invalidate_shine_table( GLcontext *ctx, GLuint side )
{
ASSERT(side < 2);
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