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📄 t_vb_light.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5 * * Copyright (C) 1999-2006  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 "imports.h"#include "simple_list.h"#include "mtypes.h"#include "math/m_translate.h"#include "t_context.h"#include "t_pipeline.h"#define LIGHT_TWOSIDE       0x1#define LIGHT_MATERIAL      0x2#define MAX_LIGHT_FUNC      0x4typedef void (*light_func)( GLcontext *ctx,			    struct vertex_buffer *VB,			    struct tnl_pipeline_stage *stage,			    GLvector4f *input );/** * Information for updating current material attributes from vertex color, * for GL_COLOR_MATERIAL. */struct material_cursor {   const GLfloat *ptr;    /* points to src vertex color (in VB array) */   GLuint stride;         /* stride to next vertex color (bytes) */   GLfloat *current;      /* points to material attribute to update */   GLuint size;           /* vertex/color size: 1, 2, 3 or 4 */};/** * Data private to this pipeline stage. */struct light_stage_data {   GLvector4f Input;   GLvector4f LitColor[2];   GLvector4f LitSecondary[2];   GLvector4f LitIndex[2];   light_func *light_func_tab;   struct material_cursor mat[MAT_ATTRIB_MAX];   GLuint mat_count;   GLuint mat_bitmask;};#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))/** * In the case of colormaterial, the effected material attributes * should already have been bound to point to the incoming color data, * prior to running the pipeline. * This function copies the vertex's color to the material attributes * which are tracking glColor. * It's called per-vertex in the lighting loop. */static voidupdate_materials(GLcontext *ctx, struct light_stage_data *store){   GLuint i;   for (i = 0 ; i < store->mat_count ; i++) {      /* update the material */      COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);      /* increment src vertex color pointer */      STRIDE_F(store->mat[i].ptr, store->mat[i].stride);   }         /* recompute derived light/material values */   _mesa_update_material( ctx, store->mat_bitmask );   /* XXX we should only call this if we're tracking/changing the specular    * exponent.    */   _mesa_validate_all_lighting_tables( ctx );}/** * Prepare things prior to running the lighting stage. * Return number of material attributes which will track vertex color. */static GLuintprepare_materials(GLcontext *ctx,                  struct vertex_buffer *VB, struct light_stage_data *store){   GLuint i;      store->mat_count = 0;   store->mat_bitmask = 0;   /* Examine the ColorMaterialBitmask to determine which materials    * track vertex color.  Override the material attribute's pointer    * with the color pointer for each one.    */   if (ctx->Light.ColorMaterialEnabled) {      const GLuint bitmask = ctx->Light.ColorMaterialBitmask;      for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)	 if (bitmask & (1<<i))	    VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->ColorPtr[0];   }   /* Now, for each material attribute that's tracking vertex color, save    * some values (ptr, stride, size, current) that we'll need in    * update_materials(), above, that'll actually copy the vertex color to    * the material attribute(s).    */   for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {      if (VB->AttribPtr[i]->stride) {	 const GLuint j = store->mat_count++;	 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;	 store->mat[j].ptr    = VB->AttribPtr[i]->start;	 store->mat[j].stride = VB->AttribPtr[i]->stride;	 store->mat[j].size   = VB->AttribPtr[i]->size;	 store->mat[j].current = ctx->Light.Material.Attrib[attr];	 store->mat_bitmask |= (1<<attr);      }   }   /* FIXME: Is this already done?    */   _mesa_update_material( ctx, ~0 );   _mesa_validate_all_lighting_tables( ctx );   return store->mat_count;}/* 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##_twoside#define IDX              (LIGHT_TWOSIDE)#include "t_vb_lighttmp.h"#define TAG(x)           x##_material#define IDX              (LIGHT_MATERIAL)#include "t_vb_lighttmp.h"#define TAG(x)           x##_twoside_material#define IDX              (LIGHT_TWOSIDE|LIGHT_MATERIAL)#include "t_vb_lighttmp.h"static void init_lighting_tables( void ){   static int done;   if (!done) {      init_light_tab();      init_light_tab_twoside();      init_light_tab_material();      init_light_tab_twoside_material();      done = 1;   }}static GLboolean run_lighting( GLcontext *ctx, 			       struct tnl_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 idx;   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)      return GL_TRUE;   /* Make sure we can talk about position x,y and z:    */   if (input->size <= 2 && input == VB->ObjPtr) {      _math_trans_4f( store->Input.data,		      VB->ObjPtr->data,		      VB->ObjPtr->stride,		      GL_FLOAT,		      VB->ObjPtr->size,		      0,		      VB->Count );      if (input->size <= 2) {	 /* Clean z.	  */	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);      }	       if (input->size <= 1) {	 /* Clean y.	  */	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);      }      input = &store->Input;   }      idx = 0;   if (prepare_materials( ctx, VB, store ))      idx |= LIGHT_MATERIAL;   if (ctx->Light.Model.TwoSide)      idx |= LIGHT_TWOSIDE;   /* The individual functions know about replaying side-effects    * vs. full re-execution.     */   store->light_func_tab[idx]( ctx, VB, stage, input );   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0];   VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0];   VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX] = VB->IndexPtr[0];   return GL_TRUE;}/* Called in place of do_lighting when the light table may have changed. */static void validate_lighting( GLcontext *ctx,					struct tnl_pipeline_stage *stage ){   light_func *tab;   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)      return;   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;      }   }   else      tab = _tnl_light_ci_tab;   LIGHT_STAGE_DATA(stage)->light_func_tab = tab;   /* This and the above should only be done on _NEW_LIGHT:    */   TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );}/* Called the first time stage->run is called.  In effect, don't * allocate data until the first time the stage is run. */static GLboolean init_lighting( GLcontext *ctx,				struct tnl_pipeline_stage *stage ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct light_stage_data *store;   GLuint size = tnl->vb.Size;   stage->privatePtr = MALLOC(sizeof(*store));   store = LIGHT_STAGE_DATA(stage);   if (!store)      return GL_FALSE;   /* Do onetime init.    */   init_lighting_tables();   _mesa_vector4f_alloc( &store->Input, 0, size, 32 );   _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );   _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );   _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );   _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );   _mesa_vector4f_alloc( &store->LitIndex[0], 0, size, 32 );   _mesa_vector4f_alloc( &store->LitIndex[1], 0, size, 32 );   store->LitColor[0].size = 4;   store->LitColor[1].size = 4;   store->LitSecondary[0].size = 3;   store->LitSecondary[1].size = 3;   store->LitIndex[0].size = 1;   store->LitIndex[0].stride = sizeof(GLfloat);   store->LitIndex[1].size = 1;   store->LitIndex[1].stride = sizeof(GLfloat);   return GL_TRUE;}static void dtr( struct tnl_pipeline_stage *stage ){   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);   if (store) {      _mesa_vector4f_free( &store->Input );      _mesa_vector4f_free( &store->LitColor[0] );      _mesa_vector4f_free( &store->LitColor[1] );      _mesa_vector4f_free( &store->LitSecondary[0] );      _mesa_vector4f_free( &store->LitSecondary[1] );      _mesa_vector4f_free( &store->LitIndex[0] );      _mesa_vector4f_free( &store->LitIndex[1] );      FREE( store );      stage->privatePtr = NULL;   }}const struct tnl_pipeline_stage _tnl_lighting_stage ={   "lighting",			/* name */   NULL,			/* private_data */   init_lighting,   dtr,				/* destroy */   validate_lighting,   run_lighting};

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