Store material attributes in an Attrib[] style array. This is a

first step to reviving/rescuing the 'vtx' rework from the old mesa
tree.
This commit is contained in:
Keith Whitwell
2003-08-05 18:55:49 +00:00
parent e6dea091c0
commit ff56908e09
13 changed files with 314 additions and 518 deletions

View File

@@ -98,56 +98,28 @@ void _mesa_noop_Normal3fv( const GLfloat *v )
void _mesa_noop_Materialfv( GLenum face, GLenum pname, const GLfloat *params ) void _mesa_noop_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
{ {
GET_CURRENT_CONTEXT(ctx); GET_CURRENT_CONTEXT(ctx);
struct gl_material mat[2]; GLint i, nr;
struct gl_material *mat = &ctx->Light.Material;
GLuint bitmask = _mesa_material_bitmask( ctx, face, pname, ~0, GLuint bitmask = _mesa_material_bitmask( ctx, face, pname, ~0,
"_mesa_noop_Materialfv" ); "_mesa_noop_Materialfv" );
if (ctx->Light.ColorMaterialEnabled)
bitmask &= ~ctx->Light.ColorMaterialBitmask;
if (bitmask == 0) if (bitmask == 0)
return; return;
if (bitmask & FRONT_AMBIENT_BIT) { switch (face) {
COPY_4FV( mat[0].Ambient, params ); case GL_SHININESS: nr = 1; break;
} case GL_COLOR_INDEXES: nr = 3; break;
if (bitmask & BACK_AMBIENT_BIT) { default: nr = 4 ; break;
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, ctx->Const.MaxShininess );
mat[0].Shininess = shininess;
}
if (bitmask & BACK_SHININESS_BIT) {
GLfloat shininess = CLAMP( params[0], 0.0F, ctx->Const.MaxShininess );
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];
} }
_mesa_update_material( ctx, mat, bitmask ); for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
COPY_SZ_4V( mat->Attrib[i], nr, params );
_mesa_update_material( ctx, bitmask );
} }
void _mesa_noop_Color4ub( GLubyte a, GLubyte b, GLubyte c, GLubyte d ) void _mesa_noop_Color4ub( GLubyte a, GLubyte b, GLubyte c, GLubyte d )

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@@ -954,8 +954,8 @@ _mesa_PopAttrib(void)
_mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL, _mesa_LightModelf(GL_LIGHT_MODEL_COLOR_CONTROL,
(GLfloat) light->Model.ColorControl); (GLfloat) light->Model.ColorControl);
/* materials */ /* materials */
MEMCPY(ctx->Light.Material, light->Material, MEMCPY(&ctx->Light.Material, &light->Material,
2 * sizeof(struct gl_material)); sizeof(struct gl_material));
/* shade model */ /* shade model */
_mesa_ShadeModel(light->ShadeModel); _mesa_ShadeModel(light->ShadeModel);
/* color material */ /* color material */

View File

@@ -495,26 +495,26 @@ _mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
/* Make a bitmask indicating what material attribute(s) we're updating */ /* Make a bitmask indicating what material attribute(s) we're updating */
switch (pname) { switch (pname) {
case GL_EMISSION: case GL_EMISSION:
bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT; bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
break; break;
case GL_AMBIENT: case GL_AMBIENT:
bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
break; break;
case GL_DIFFUSE: case GL_DIFFUSE:
bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
break; break;
case GL_SPECULAR: case GL_SPECULAR:
bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT; bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
break; break;
case GL_SHININESS: case GL_SHININESS:
bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT; bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
break; break;
case GL_AMBIENT_AND_DIFFUSE: case GL_AMBIENT_AND_DIFFUSE:
bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
break; break;
case GL_COLOR_INDEXES: case GL_COLOR_INDEXES:
bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT; bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES;
break; break;
default: default:
_mesa_error( ctx, GL_INVALID_ENUM, where ); _mesa_error( ctx, GL_INVALID_ENUM, where );
@@ -541,74 +541,28 @@ _mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
} }
/* Perform a straight copy between pairs of materials.
/* Perform a straight copy between materials.
*/ */
void _mesa_copy_material_pairs( struct gl_material dst[2], void _mesa_copy_materials( struct gl_material *dst,
const struct gl_material src[2], const struct gl_material *src,
GLuint bitmask ) GLuint bitmask )
{ {
if (bitmask & FRONT_EMISSION_BIT) { int i;
COPY_4FV( dst[0].Emission, src[0].Emission );
} for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & BACK_EMISSION_BIT) { if (bitmask & (1<<i))
COPY_4FV( dst[1].Emission, src[1].Emission ); COPY_4FV( dst->Attrib[i], src->Attrib[i] );
}
if (bitmask & FRONT_AMBIENT_BIT) {
COPY_4FV( dst[0].Ambient, src[0].Ambient );
}
if (bitmask & BACK_AMBIENT_BIT) {
COPY_4FV( dst[1].Ambient, src[1].Ambient );
}
if (bitmask & FRONT_DIFFUSE_BIT) {
COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
}
if (bitmask & BACK_DIFFUSE_BIT) {
COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
}
if (bitmask & FRONT_SPECULAR_BIT) {
COPY_4FV( dst[0].Specular, src[0].Specular );
}
if (bitmask & BACK_SPECULAR_BIT) {
COPY_4FV( dst[1].Specular, src[1].Specular );
}
if (bitmask & FRONT_SHININESS_BIT) {
dst[0].Shininess = src[0].Shininess;
}
if (bitmask & BACK_SHININESS_BIT) {
dst[1].Shininess = src[1].Shininess;
}
if (bitmask & FRONT_INDEXES_BIT) {
dst[0].AmbientIndex = src[0].AmbientIndex;
dst[0].DiffuseIndex = src[0].DiffuseIndex;
dst[0].SpecularIndex = src[0].SpecularIndex;
}
if (bitmask & BACK_INDEXES_BIT) {
dst[1].AmbientIndex = src[1].AmbientIndex;
dst[1].DiffuseIndex = src[1].DiffuseIndex;
dst[1].SpecularIndex = src[1].SpecularIndex;
}
} }
/*
* Check if the global material has to be updated with info that was /* Update derived values following a change in ctx->Light.Material
* 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.
*
* src[0] is front material, src[1] is back material
*
* Additionally keeps the precomputed lighting state uptodate.
*/ */
void _mesa_update_material( GLcontext *ctx, void _mesa_update_material( GLcontext *ctx, GLuint bitmask )
const struct gl_material src[2],
GLuint bitmask )
{ {
struct gl_light *light, *list = &ctx->Light.EnabledList; struct gl_light *light, *list = &ctx->Light.EnabledList;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
if (ctx->Light.ColorMaterialEnabled)
bitmask &= ~ctx->Light.ColorMaterialBitmask;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE) if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
_mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask); _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
@@ -616,117 +570,74 @@ void _mesa_update_material( GLcontext *ctx,
if (!bitmask) if (!bitmask)
return; return;
/* update material emission */
if (bitmask & FRONT_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Emission, src[0].Emission );
}
if (bitmask & BACK_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Emission, src[1].Emission );
}
/* update material ambience */ /* update material ambience */
if (bitmask & FRONT_AMBIENT_BIT) { if (bitmask & MAT_BIT_FRONT_AMBIENT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Ambient, src[0].Ambient );
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatAmbient[0], light->Ambient, src[0].Ambient); SCALE_3V( light->_MatAmbient[0], light->Ambient,
mat[MAT_ATTRIB_FRONT_AMBIENT]);
} }
} }
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1]; if (bitmask & MAT_BIT_BACK_AMBIENT) {
COPY_4FV( mat->Ambient, src[1].Ambient );
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatAmbient[1], light->Ambient, src[1].Ambient); SCALE_3V( light->_MatAmbient[1], light->Ambient,
mat[MAT_ATTRIB_BACK_AMBIENT]);
} }
} }
/* update BaseColor = emission + scene's ambience * material's ambience */ /* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) { if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
struct gl_material *mat = &ctx->Light.Material[0]; COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
COPY_3V( ctx->Light._BaseColor[0], mat->Emission ); ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient,
ctx->Light.Model.Ambient ); ctx->Light.Model.Ambient );
} }
if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[1]; if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
COPY_3V( ctx->Light._BaseColor[1], mat->Emission ); COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
ctx->Light.Model.Ambient ); ctx->Light.Model.Ambient );
} }
/* update material diffuse values */ /* update material diffuse values */
if (bitmask & FRONT_DIFFUSE_BIT) { if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, src[0].Diffuse );
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse ); SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
mat[MAT_ATTRIB_FRONT_DIFFUSE] );
} }
} }
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1]; if (bitmask & MAT_BIT_BACK_DIFFUSE) {
COPY_4FV( mat->Diffuse, src[1].Diffuse );
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse ); SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
mat[MAT_ATTRIB_BACK_DIFFUSE] );
} }
} }
/* update material specular values */ /* update material specular values */
if (bitmask & FRONT_SPECULAR_BIT) { if (bitmask & MAT_BIT_FRONT_SPECULAR) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Specular, src[0].Specular );
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular); SCALE_3V( light->_MatSpecular[0], light->Specular,
} mat[MAT_ATTRIB_FRONT_SPECULAR]);
}
if (bitmask & BACK_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Specular, src[1].Specular );
foreach (light, list) {
SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
} }
} }
if (bitmask & FRONT_SHININESS_BIT) { if (bitmask & MAT_BIT_BACK_SPECULAR) {
ctx->Light.Material[0].Shininess = src[0].Shininess; 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 ); _mesa_invalidate_shine_table( ctx, 0 );
} }
if (bitmask & BACK_SHININESS_BIT) {
ctx->Light.Material[1].Shininess = src[1].Shininess; if (bitmask & MAT_BIT_BACK_SHININESS) {
_mesa_invalidate_shine_table( ctx, 1 ); _mesa_invalidate_shine_table( ctx, 1 );
} }
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;
}
if (0) {
struct gl_material *mat = &ctx->Light.Material[0];
_mesa_debug(ctx, "update_mat emission : %f %f %f\n",
mat->Emission[0], mat->Emission[1], mat->Emission[2]);
_mesa_debug(ctx, "update_mat specular : %f %f %f\n",
mat->Specular[0], mat->Specular[1], mat->Specular[2]);
_mesa_debug(ctx, "update_mat diffuse : %f %f %f\n",
mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
_mesa_debug(ctx, "update_mat ambient : %f %f %f\n",
mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
}
} }
/* /*
* Update the current materials from the given rgba color * Update the current materials from the given rgba color
* according to the bitmask in ColorMaterialBitmask, which is * according to the bitmask in ColorMaterialBitmask, which is
@@ -735,98 +646,15 @@ void _mesa_update_material( GLcontext *ctx,
void _mesa_update_color_material( GLcontext *ctx, void _mesa_update_color_material( GLcontext *ctx,
const GLfloat color[4] ) const GLfloat color[4] )
{ {
struct gl_light *light, *list = &ctx->Light.EnabledList;
GLuint bitmask = ctx->Light.ColorMaterialBitmask; GLuint bitmask = ctx->Light.ColorMaterialBitmask;
struct gl_material *mat = &ctx->Light.Material;
int i;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE) for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
_mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask); if (bitmask & (1<<i))
COPY_4FV( mat->Attrib[i], color );
/* update emissive colors */ _mesa_update_material( ctx, bitmask );
if (bitmask & FRONT_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Emission, color );
}
if (bitmask & BACK_EMISSION_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Emission, color );
}
/* update light->_MatAmbient = light's ambient * material's ambient */
if (bitmask & FRONT_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
foreach (light, list) {
SCALE_3V( light->_MatAmbient[0], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
if (bitmask & BACK_AMBIENT_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
foreach (light, list) {
SCALE_3V( light->_MatAmbient[1], light->Ambient, color);
}
COPY_4FV( mat->Ambient, color );
}
/* update BaseColor = emission + scene's ambience * material's ambience */
if (bitmask & (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_3V( ctx->Light._BaseColor[0], mat->Emission );
ACC_SCALE_3V( ctx->Light._BaseColor[0], mat->Ambient, ctx->Light.Model.Ambient );
}
if (bitmask & (BACK_EMISSION_BIT | BACK_AMBIENT_BIT)) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_3V( ctx->Light._BaseColor[1], mat->Emission );
ACC_SCALE_3V( ctx->Light._BaseColor[1], mat->Ambient, ctx->Light.Model.Ambient );
}
/* update light->_MatDiffuse = light's diffuse * material's diffuse */
if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, color );
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
}
}
if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Diffuse, color );
foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
}
}
/* update light->_MatSpecular = light's specular * material's specular */
if (bitmask & FRONT_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Specular, color );
foreach (light, list) {
ACC_SCALE_3V( light->_MatSpecular[0], light->Specular, mat->Specular);
}
}
if (bitmask & BACK_SPECULAR_BIT) {
struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Specular, color );
foreach (light, list) {
ACC_SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular);
}
}
if (0) {
struct gl_material *mat = &ctx->Light.Material[0];
_mesa_debug(ctx, "update_color_mat emission : %f %f %f\n",
mat->Emission[0], mat->Emission[1], mat->Emission[2]);
_mesa_debug(ctx, "update_color_mat specular : %f %f %f\n",
mat->Specular[0], mat->Specular[1], mat->Specular[2]);
_mesa_debug(ctx, "update_color_mat diffuse : %f %f %f\n",
mat->Diffuse[0], mat->Diffuse[1], mat->Diffuse[2]);
_mesa_debug(ctx, "update_color_mat ambient : %f %f %f\n",
mat->Ambient[0], mat->Ambient[1], mat->Ambient[2]);
}
} }
@@ -837,10 +665,10 @@ _mesa_ColorMaterial( GLenum face, GLenum mode )
{ {
GET_CURRENT_CONTEXT(ctx); GET_CURRENT_CONTEXT(ctx);
GLuint bitmask; GLuint bitmask;
GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT | GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT | MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT | MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE |
FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT); MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT);
ASSERT_OUTSIDE_BEGIN_END(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE&VERBOSE_API) if (MESA_VERBOSE&VERBOSE_API)
@@ -878,6 +706,7 @@ _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
{ {
GET_CURRENT_CONTEXT(ctx); GET_CURRENT_CONTEXT(ctx);
GLuint f; GLuint f;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
if (face==GL_FRONT) { if (face==GL_FRONT) {
@@ -890,26 +719,27 @@ _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
return; return;
} }
switch (pname) { switch (pname) {
case GL_AMBIENT: case GL_AMBIENT:
COPY_4FV( params, ctx->Light.Material[f].Ambient ); COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
break; break;
case GL_DIFFUSE: case GL_DIFFUSE:
COPY_4FV( params, ctx->Light.Material[f].Diffuse ); COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
break; break;
case GL_SPECULAR: case GL_SPECULAR:
COPY_4FV( params, ctx->Light.Material[f].Specular ); COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
break; break;
case GL_EMISSION: case GL_EMISSION:
COPY_4FV( params, ctx->Light.Material[f].Emission ); COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
break; break;
case GL_SHININESS: case GL_SHININESS:
*params = ctx->Light.Material[f].Shininess; *params = mat[MAT_ATTRIB_SHININESS(f)][0];
break; break;
case GL_COLOR_INDEXES: case GL_COLOR_INDEXES:
params[0] = ctx->Light.Material[f].AmbientIndex; params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
params[1] = ctx->Light.Material[f].DiffuseIndex; params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
params[2] = ctx->Light.Material[f].SpecularIndex; params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
break; break;
default: default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
@@ -923,6 +753,7 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
{ {
GET_CURRENT_CONTEXT(ctx); GET_CURRENT_CONTEXT(ctx);
GLuint f; GLuint f;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
if (face==GL_FRONT) { if (face==GL_FRONT) {
@@ -937,36 +768,36 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
} }
switch (pname) { switch (pname) {
case GL_AMBIENT: case GL_AMBIENT:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] ); params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] ); params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] ); params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] ); params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
break; break;
case GL_DIFFUSE: case GL_DIFFUSE:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] ); params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] ); params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] ); params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] ); params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
break; break;
case GL_SPECULAR: case GL_SPECULAR:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] ); params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] ); params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] ); params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] ); params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
break; break;
case GL_EMISSION: case GL_EMISSION:
params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] ); params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] ); params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] ); params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] ); params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
break; break;
case GL_SHININESS: case GL_SHININESS:
*params = IROUND( ctx->Light.Material[f].Shininess ); *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
break; break;
case GL_COLOR_INDEXES: case GL_COLOR_INDEXES:
params[0] = IROUND( ctx->Light.Material[f].AmbientIndex ); params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
params[1] = IROUND( ctx->Light.Material[f].DiffuseIndex ); params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
params[2] = IROUND( ctx->Light.Material[f].SpecularIndex ); params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
break; break;
default: default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
@@ -1120,11 +951,11 @@ _mesa_validate_all_lighting_tables( GLcontext *ctx )
GLint i; GLint i;
GLfloat shininess; GLfloat shininess;
shininess = ctx->Light.Material[0].Shininess; shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess) if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
validate_shine_table( ctx, 0, shininess ); validate_shine_table( ctx, 0, shininess );
shininess = ctx->Light.Material[1].Shininess; shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess) if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
validate_shine_table( ctx, 1, shininess ); validate_shine_table( ctx, 1, shininess );
@@ -1180,26 +1011,22 @@ _mesa_update_lighting( GLcontext *ctx )
* are flushed, they will update the derived state at that time. * are flushed, they will update the derived state at that time.
*/ */
if (ctx->Visual.rgbMode) { if (ctx->Visual.rgbMode) {
GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1; if (ctx->Light.Model.TwoSide)
GLuint side; _mesa_update_material( ctx,
for (side=0; side < sides; side++) { MAT_BIT_FRONT_EMISSION |
struct gl_material *mat = &ctx->Light.Material[side]; MAT_BIT_FRONT_AMBIENT |
MAT_BIT_FRONT_DIFFUSE |
COPY_3V(ctx->Light._BaseColor[side], mat->Emission); MAT_BIT_FRONT_SPECULAR |
ACC_SCALE_3V(ctx->Light._BaseColor[side], MAT_BIT_BACK_EMISSION |
ctx->Light.Model.Ambient, MAT_BIT_BACK_AMBIENT |
mat->Ambient); MAT_BIT_BACK_DIFFUSE |
} MAT_BIT_BACK_SPECULAR);
else
foreach (light, &ctx->Light.EnabledList) { _mesa_update_material( ctx,
for (side=0; side< sides; side++) { MAT_BIT_FRONT_EMISSION |
const struct gl_material *mat = &ctx->Light.Material[side]; MAT_BIT_FRONT_AMBIENT |
SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse ); MAT_BIT_FRONT_DIFFUSE |
SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient ); MAT_BIT_FRONT_SPECULAR);
SCALE_3V( light->_MatSpecular[side], light->Specular,
mat->Specular);
}
}
} }
else { else {
static const GLfloat ci[3] = { .30F, .59F, .11F }; static const GLfloat ci[3] = { .30F, .59F, .11F };
@@ -1431,14 +1258,19 @@ init_lightmodel( struct gl_lightmodel *lm )
static void static void
init_material( struct gl_material *m ) init_material( struct gl_material *m )
{ {
ASSIGN_4V( m->Ambient, 0.2F, 0.2F, 0.2F, 1.0F ); ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
ASSIGN_4V( m->Diffuse, 0.8F, 0.8F, 0.8F, 1.0F ); ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
ASSIGN_4V( m->Specular, 0.0F, 0.0F, 0.0F, 1.0F ); ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
ASSIGN_4V( m->Emission, 0.0F, 0.0F, 0.0F, 1.0F ); ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
m->Shininess = 0.0; ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
m->AmbientIndex = 0; ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
m->DiffuseIndex = 1;
m->SpecularIndex = 1; ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F );
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F );
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
} }
@@ -1453,8 +1285,7 @@ void _mesa_init_lighting( GLcontext *ctx )
make_empty_list( &ctx->Light.EnabledList ); make_empty_list( &ctx->Light.EnabledList );
init_lightmodel( &ctx->Light.Model ); init_lightmodel( &ctx->Light.Model );
init_material( &ctx->Light.Material[0] ); init_material( &ctx->Light.Material );
init_material( &ctx->Light.Material[1] );
ctx->Light.ShadeModel = GL_SMOOTH; ctx->Light.ShadeModel = GL_SMOOTH;
ctx->Light.Enabled = GL_FALSE; ctx->Light.Enabled = GL_FALSE;
ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;

View File

@@ -111,12 +111,11 @@ extern void _mesa_update_lighting( GLcontext *ctx );
extern void _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state ); extern void _mesa_update_tnl_spaces( GLcontext *ctx, GLuint new_state );
extern void _mesa_update_material( GLcontext *ctx, extern void _mesa_update_material( GLcontext *ctx,
const struct gl_material src[2],
GLuint bitmask ); GLuint bitmask );
extern void _mesa_copy_material_pairs( struct gl_material dst[2], extern void _mesa_copy_materials( struct gl_material *dst,
const struct gl_material src[2], const struct gl_material *src,
GLuint bitmask ); GLuint bitmask );
extern void _mesa_update_color_material( GLcontext *ctx, extern void _mesa_update_color_material( GLcontext *ctx,
const GLfloat rgba[4] ); const GLfloat rgba[4] );

View File

@@ -233,26 +233,58 @@ struct gl_color_table {
* \name Bit flags used for updating material values. * \name Bit flags used for updating material values.
*/ */
/*@{*/ /*@{*/
#define FRONT_AMBIENT_BIT 0x1 #define MAT_ATTRIB_FRONT_AMBIENT 0
#define BACK_AMBIENT_BIT 0x2 #define MAT_ATTRIB_BACK_AMBIENT 1
#define FRONT_DIFFUSE_BIT 0x4 #define MAT_ATTRIB_FRONT_DIFFUSE 2
#define BACK_DIFFUSE_BIT 0x8 #define MAT_ATTRIB_BACK_DIFFUSE 3
#define FRONT_SPECULAR_BIT 0x10 #define MAT_ATTRIB_FRONT_SPECULAR 4
#define BACK_SPECULAR_BIT 0x20 #define MAT_ATTRIB_BACK_SPECULAR 5
#define FRONT_EMISSION_BIT 0x40 #define MAT_ATTRIB_FRONT_EMISSION 6
#define BACK_EMISSION_BIT 0x80 #define MAT_ATTRIB_BACK_EMISSION 7
#define FRONT_SHININESS_BIT 0x100 #define MAT_ATTRIB_FRONT_SHININESS 8
#define BACK_SHININESS_BIT 0x200 #define MAT_ATTRIB_BACK_SHININESS 9
#define FRONT_INDEXES_BIT 0x400 #define MAT_ATTRIB_FRONT_INDEXES 10
#define BACK_INDEXES_BIT 0x800 #define MAT_ATTRIB_BACK_INDEXES 11
#define MAT_ATTRIB_MAX 12
#define FRONT_MATERIAL_BITS (FRONT_EMISSION_BIT | FRONT_AMBIENT_BIT | \ #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
FRONT_DIFFUSE_BIT | FRONT_SPECULAR_BIT | \ #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
FRONT_SHININESS_BIT | FRONT_INDEXES_BIT) #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
#define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
#define BACK_MATERIAL_BITS (BACK_EMISSION_BIT | BACK_AMBIENT_BIT | \ #define MAT_INDEX_AMBIENT 0
BACK_DIFFUSE_BIT | BACK_SPECULAR_BIT | \ #define MAT_INDEX_DIFFUSE 1
BACK_SHININESS_BIT | BACK_INDEXES_BIT) #define MAT_INDEX_SPECULAR 2
#define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
#define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
#define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
#define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
#define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
#define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
#define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
#define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
#define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
#define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
#define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
#define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
#define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
MAT_BIT_FRONT_AMBIENT | \
MAT_BIT_FRONT_DIFFUSE | \
MAT_BIT_FRONT_SPECULAR | \
MAT_BIT_FRONT_SHININESS | \
MAT_BIT_FRONT_INDEXES)
#define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
MAT_BIT_BACK_AMBIENT | \
MAT_BIT_BACK_DIFFUSE | \
MAT_BIT_BACK_SPECULAR | \
MAT_BIT_BACK_SHININESS | \
MAT_BIT_BACK_INDEXES)
#define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS) #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
/*@}*/ /*@}*/
@@ -331,14 +363,7 @@ struct gl_lightmodel {
*/ */
struct gl_material struct gl_material
{ {
GLfloat Ambient[4]; GLfloat Attrib[MAT_ATTRIB_MAX][4];
GLfloat Diffuse[4];
GLfloat Specular[4];
GLfloat Emission[4];
GLfloat Shininess;
GLfloat AmbientIndex; /**< for color index lighting */
GLfloat DiffuseIndex; /**< for color index lighting */
GLfloat SpecularIndex; /**< for color index lighting */
}; };
@@ -664,7 +689,7 @@ struct gl_light_attrib {
* Must flush FLUSH_VERTICES before referencing: * Must flush FLUSH_VERTICES before referencing:
*/ */
/*@{*/ /*@{*/
struct gl_material Material[2]; /**< Material 0=front, 1=back */ struct gl_material Material; /**< Includes front & back values */
/*@}*/ /*@}*/
GLboolean Enabled; /**< Lighting enabled flag */ GLboolean Enabled; /**< Lighting enabled flag */

View File

@@ -140,7 +140,8 @@ shade_rastpos(GLcontext *ctx,
_mesa_validate_all_lighting_tables( ctx ); _mesa_validate_all_lighting_tables( ctx );
COPY_3V(diffuseColor, base[0]); COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP( ctx->Light.Material[0].Diffuse[3], 0.0F, 1.0F ); diffuseColor[3] = CLAMP(
ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0); ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
foreach (light, &ctx->Light.EnabledList) { foreach (light, &ctx->Light.EnabledList) {
@@ -223,9 +224,9 @@ shade_rastpos(GLcontext *ctx,
n_dot_h = DOT3(normal, h); n_dot_h = DOT3(normal, h);
if (n_dot_h > 0.0F) { if (n_dot_h > 0.0F) {
const struct gl_material *mat = &ctx->Light.Material[0]; GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
GLfloat spec_coef; GLfloat spec_coef;
GLfloat shininess = mat->Shininess; GLfloat shininess = mat[MAT_ATTRIB_FRONT_SHININESS][0];
if (!normalized) { if (!normalized) {
n_dot_h *= n_dot_h; n_dot_h *= n_dot_h;
@@ -264,16 +265,16 @@ shade_rastpos(GLcontext *ctx,
Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F); Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
} }
else { else {
struct gl_material *mat = &ctx->Light.Material[0]; GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES];
GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex; GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex; GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
GLfloat ind = mat->AmbientIndex GLfloat i = (ind[MAT_INDEX_AMBIENT]
+ diffuse * (1.0F-specular) * d_a + diffuse * (1.0F-specular) * d_a
+ specular * s_a; + specular * s_a);
if (ind > mat->SpecularIndex) { if (i > ind[MAT_INDEX_SPECULAR]) {
ind = mat->SpecularIndex; i = ind[MAT_INDEX_SPECULAR];
} }
*Rindex = (GLuint) (GLint) ind; *Rindex = (GLuint) (GLint) i;
} }
} }

View File

@@ -223,7 +223,7 @@ struct immediate
/* allocate storage for these on demand: /* allocate storage for these on demand:
*/ */
struct gl_material (*Material)[2]; struct gl_material *Material;
GLuint *MaterialMask; GLuint *MaterialMask;
GLuint LastMaterial; GLuint LastMaterial;
GLuint MaterialOrMask; GLuint MaterialOrMask;
@@ -302,7 +302,7 @@ typedef struct vertex_buffer
struct gl_client_array *SecondaryColorPtr[2];/* VERT_BIT_COLOR1 */ struct gl_client_array *SecondaryColorPtr[2];/* VERT_BIT_COLOR1 */
GLvector4f *PointSizePtr; /* VERT_BIT_POINT_SIZE */ GLvector4f *PointSizePtr; /* VERT_BIT_POINT_SIZE */
GLvector4f *FogCoordPtr; /* VERT_BIT_FOG */ GLvector4f *FogCoordPtr; /* VERT_BIT_FOG */
struct gl_material (*Material)[2]; /* VERT_BIT_MATERIAL, optional */ struct gl_material *Material; /* VERT_BIT_MATERIAL, optional */
GLuint *MaterialMask; /* VERT_BIT_MATERIAL, optional */ GLuint *MaterialMask; /* VERT_BIT_MATERIAL, optional */
GLuint *Flag; /* VERT_BIT_* flags, optional */ GLuint *Flag; /* VERT_BIT_* flags, optional */
GLuint *Primitive; /* GL_(mode)|PRIM_* flags */ GLuint *Primitive; /* GL_(mode)|PRIM_* flags */

View File

@@ -1256,6 +1256,7 @@ _tnl_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
GLuint count = IM->Count; GLuint count = IM->Count;
struct gl_material *mat; struct gl_material *mat;
GLuint bitmask = _mesa_material_bitmask(ctx, face, pname, ~0, "Materialfv"); GLuint bitmask = _mesa_material_bitmask(ctx, face, pname, ~0, "Materialfv");
int i, nr;
if (bitmask == 0) if (bitmask == 0)
return; return;
@@ -1273,15 +1274,15 @@ _tnl_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
if (!(IM->Flag[count] & VERT_BIT_MATERIAL)) { if (!(IM->Flag[count] & VERT_BIT_MATERIAL)) {
if (!IM->Material) { if (!IM->Material) {
IM->Material = (struct gl_material (*)[2]) IM->Material = (struct gl_material *)
MALLOC( sizeof(struct gl_material) * IMM_SIZE * 2 ); MALLOC( sizeof(struct gl_material) * IMM_SIZE );
IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE ); IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE );
IM->MaterialMask[IM->LastMaterial] = 0; IM->MaterialMask[IM->LastMaterial] = 0;
} }
else if (IM->MaterialOrMask & ~bitmask) { else if (IM->MaterialOrMask & ~bitmask) {
_mesa_copy_material_pairs( IM->Material[count], _mesa_copy_materials( &IM->Material[count],
IM->Material[IM->LastMaterial], &IM->Material[IM->LastMaterial],
IM->MaterialOrMask & ~bitmask ); IM->MaterialOrMask & ~bitmask );
} }
IM->Flag[count] |= VERT_BIT_MATERIAL; IM->Flag[count] |= VERT_BIT_MATERIAL;
@@ -1292,51 +1293,18 @@ _tnl_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
IM->MaterialOrMask |= bitmask; IM->MaterialOrMask |= bitmask;
IM->MaterialMask[count] |= bitmask; IM->MaterialMask[count] |= bitmask;
mat = IM->Material[count]; mat = &IM->Material[count];
if (bitmask & FRONT_AMBIENT_BIT) { switch (face) {
COPY_4FV( mat[0].Ambient, params ); case GL_SHININESS: nr = 1; break;
} case GL_COLOR_INDEXES: nr = 3; break;
if (bitmask & BACK_AMBIENT_BIT) { default: nr = 4 ; break;
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, ctx->Const.MaxShininess );
mat[0].Shininess = shininess;
}
if (bitmask & BACK_SHININESS_BIT) {
GLfloat shininess = CLAMP( params[0], 0.0F, ctx->Const.MaxShininess );
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];
} }
for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
if (bitmask & (1<<i))
COPY_SZ_4V( mat->Attrib[i], nr, params );
if (tnl->IsolateMaterials && if (tnl->IsolateMaterials &&
!(IM->BeginState & VERT_BEGIN_1)) /* heuristic */ !(IM->BeginState & VERT_BEGIN_1)) /* heuristic */
{ {

View File

@@ -527,51 +527,43 @@ _tnl_dlist_init( GLcontext *ctx )
static void static void
emit_material( const struct gl_material *src, GLuint bitmask ) emit_material( const struct gl_material *src, GLuint bitmask )
{ {
if (bitmask & FRONT_EMISSION_BIT) const GLfloat (*attr)[4] = src->Attrib;
glMaterialfv( GL_FRONT, GL_EMISSION, src[0].Emission );
if (bitmask & BACK_EMISSION_BIT) if (bitmask & MAT_BIT_FRONT_EMISSION)
glMaterialfv( GL_BACK, GL_EMISSION, src[1].Emission ); glMaterialfv( GL_FRONT, GL_EMISSION, attr[MAT_ATTRIB_FRONT_EMISSION] );
if (bitmask & FRONT_AMBIENT_BIT) if (bitmask & MAT_BIT_BACK_EMISSION)
glMaterialfv( GL_FRONT, GL_AMBIENT, src[0].Ambient ); glMaterialfv( GL_BACK, GL_EMISSION, attr[MAT_ATTRIB_BACK_EMISSION] );
if (bitmask & BACK_AMBIENT_BIT) if (bitmask & MAT_BIT_FRONT_AMBIENT)
glMaterialfv( GL_BACK, GL_AMBIENT, src[1].Ambient ); glMaterialfv( GL_FRONT, GL_AMBIENT, attr[MAT_ATTRIB_FRONT_AMBIENT] );
if (bitmask & FRONT_DIFFUSE_BIT) if (bitmask & MAT_BIT_BACK_AMBIENT)
glMaterialfv( GL_FRONT, GL_DIFFUSE, src[0].Diffuse ); glMaterialfv( GL_BACK, GL_AMBIENT, attr[MAT_ATTRIB_BACK_AMBIENT] );
if (bitmask & BACK_DIFFUSE_BIT) if (bitmask & MAT_BIT_FRONT_DIFFUSE)
glMaterialfv( GL_BACK, GL_DIFFUSE, src[1].Diffuse ); glMaterialfv( GL_FRONT, GL_DIFFUSE, attr[MAT_ATTRIB_FRONT_DIFFUSE] );
if (bitmask & FRONT_SPECULAR_BIT) if (bitmask & MAT_BIT_BACK_DIFFUSE)
glMaterialfv( GL_FRONT, GL_SPECULAR, src[0].Specular ); glMaterialfv( GL_BACK, GL_DIFFUSE, attr[MAT_ATTRIB_BACK_DIFFUSE] );
if (bitmask & BACK_SPECULAR_BIT) if (bitmask & MAT_BIT_FRONT_SPECULAR)
glMaterialfv( GL_BACK, GL_SPECULAR, src[1].Specular ); glMaterialfv( GL_FRONT, GL_SPECULAR, attr[MAT_ATTRIB_FRONT_SPECULAR] );
if (bitmask & FRONT_SHININESS_BIT) if (bitmask & MAT_BIT_BACK_SPECULAR)
glMaterialfv( GL_FRONT, GL_SHININESS, &src[0].Shininess ); glMaterialfv( GL_BACK, GL_SPECULAR, attr[MAT_ATTRIB_BACK_SPECULAR] );
if (bitmask & BACK_SHININESS_BIT) if (bitmask & MAT_BIT_FRONT_SHININESS)
glMaterialfv( GL_BACK, GL_SHININESS, &src[1].Shininess ); glMaterialfv( GL_FRONT, GL_SHININESS, attr[MAT_ATTRIB_FRONT_SHININESS] );
if (bitmask & FRONT_INDEXES_BIT) { if (bitmask & MAT_BIT_BACK_SHININESS)
GLfloat ind[3]; glMaterialfv( GL_BACK, GL_SHININESS, attr[MAT_ATTRIB_BACK_SHININESS] );
ind[0] = src[0].AmbientIndex;
ind[1] = src[0].DiffuseIndex;
ind[2] = src[0].SpecularIndex;
glMaterialfv( GL_FRONT, GL_COLOR_INDEXES, ind );
}
if (bitmask & BACK_INDEXES_BIT) { if (bitmask & MAT_BIT_FRONT_INDEXES)
GLfloat ind[3]; glMaterialfv( GL_FRONT, GL_COLOR_INDEXES, attr[MAT_ATTRIB_FRONT_INDEXES]);
ind[0] = src[1].AmbientIndex;
ind[1] = src[1].DiffuseIndex; if (bitmask & MAT_BIT_BACK_INDEXES)
ind[2] = src[1].SpecularIndex; glMaterialfv( GL_BACK, GL_COLOR_INDEXES, attr[MAT_ATTRIB_BACK_INDEXES] );
glMaterialfv( GL_BACK, GL_COLOR_INDEXES, ind );
}
} }
@@ -652,7 +644,7 @@ loopback_compiled_cassette( GLcontext *ctx, struct immediate *IM )
glEdgeFlag( IM->EdgeFlag[i] ); glEdgeFlag( IM->EdgeFlag[i] );
if (flags[i] & VERT_BIT_MATERIAL) if (flags[i] & VERT_BIT_MATERIAL)
emit_material( IM->Material[i], IM->MaterialMask[i] ); emit_material( &IM->Material[i], IM->MaterialMask[i] );
if (flags[i]&VERT_BITS_OBJ_234) if (flags[i]&VERT_BITS_OBJ_234)
vertex( IM->Attrib[VERT_ATTRIB_POS][i] ); vertex( IM->Attrib[VERT_ATTRIB_POS][i] );

View File

@@ -154,9 +154,11 @@ void _tnl_copy_to_current( GLcontext *ctx, struct immediate *IM,
} }
if (flag & VERT_BIT_MATERIAL) { if (flag & VERT_BIT_MATERIAL) {
_mesa_update_material( ctx, _mesa_copy_materials( &ctx->Light.Material,
IM->Material[IM->LastMaterial], &IM->Material[IM->LastMaterial],
IM->MaterialOrMask ); IM->MaterialOrMask );
_mesa_update_material( ctx, IM->MaterialOrMask );
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
} }

View File

@@ -292,9 +292,9 @@ _tnl_fixup_input( GLcontext *ctx, struct immediate *IM )
i++; i++;
vulnerable &= ~IM->MaterialMask[i]; vulnerable &= ~IM->MaterialMask[i];
_mesa_copy_material_pairs( IM->Material[i], _mesa_copy_materials( &IM->Material[i],
ctx->Light.Material, &ctx->Light.Material,
vulnerable ); vulnerable );
++i; ++i;
@@ -311,14 +311,14 @@ copy_material( struct immediate *next,
/* _mesa_debug(NULL, "%s\n", __FUNCTION__); */ /* _mesa_debug(NULL, "%s\n", __FUNCTION__); */
if (next->Material == 0) { if (next->Material == 0) {
next->Material = (struct gl_material (*)[2]) next->Material = (struct gl_material *)
MALLOC( sizeof(struct gl_material) * IMM_SIZE * 2 ); MALLOC( sizeof(struct gl_material) * IMM_SIZE );
next->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE ); next->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE );
} }
next->MaterialMask[dst] = prev->MaterialOrMask; next->MaterialMask[dst] = prev->MaterialOrMask;
MEMCPY(next->Material[dst], prev->Material[src], MEMCPY(&next->Material[dst], &prev->Material[src],
2 * sizeof(struct gl_material)); sizeof(struct gl_material));
} }
@@ -590,9 +590,9 @@ _tnl_fixup_compiled_cassette( GLcontext *ctx, struct immediate *IM )
i++; i++;
vulnerable &= ~IM->MaterialMask[i]; vulnerable &= ~IM->MaterialMask[i];
_mesa_copy_material_pairs( IM->Material[i], _mesa_copy_materials( &IM->Material[i],
ctx->Light.Material, &ctx->Light.Material,
vulnerable ); vulnerable );
++i; ++i;

View File

@@ -94,6 +94,14 @@ static void import_color_material( GLcontext *ctx,
} }
static void update_materials( GLcontext *ctx,
const struct gl_material *src,
GLuint bitmask )
{
_mesa_copy_materials( &ctx->Light.Material, src, bitmask );
_mesa_update_material( ctx, bitmask );
}
/* Tables for all the shading functions. /* Tables for all the shading functions.
*/ */
static light_func _tnl_light_tab[MAX_LIGHT_FUNC]; static light_func _tnl_light_tab[MAX_LIGHT_FUNC];

View File

@@ -113,7 +113,7 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
const GLuint nr = VB->Count; const GLuint nr = VB->Count;
const GLuint *flags = VB->Flag; const GLuint *flags = VB->Flag;
struct gl_material (*new_material)[2] = VB->Material; struct gl_material *new_material = VB->Material;
const GLuint *new_material_mask = VB->MaterialMask; const GLuint *new_material_mask = VB->MaterialMask;
(void) flags; (void) flags;
@@ -135,12 +135,12 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
VB->ColorPtr[0] = &store->LitColor[0]; VB->ColorPtr[0] = &store->LitColor[0];
VB->SecondaryColorPtr[0] = &store->LitSecondary[0]; VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) { if (IDX & LIGHT_TWOSIDE) {
VB->ColorPtr[1] = &store->LitColor[1]; VB->ColorPtr[1] = &store->LitColor[1];
VB->SecondaryColorPtr[1] = &store->LitSecondary[1]; VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
} }
/* Side-effects done, can we finish now? /* Side-effects done, can we finish now?
@@ -159,13 +159,13 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor ); _mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) ) if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] ); update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) { if ( CHECK_VALIDATE(j) ) {
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) if (IDX & LIGHT_TWOSIDE)
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
} }
COPY_3V(sum[0], base[0]); COPY_3V(sum[0], base[0]);
@@ -325,7 +325,7 @@ static void TAG(light_rgba)( GLcontext *ctx,
GLchan (*color[2])[4]; GLchan (*color[2])[4];
const GLuint *flags = VB->Flag; const GLuint *flags = VB->Flag;
struct gl_material (*new_material)[2] = VB->Material; struct gl_material *new_material = VB->Material;
const GLuint *new_material_mask = VB->MaterialMask; const GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count; const GLuint nr = VB->Count;
@@ -350,11 +350,11 @@ static void TAG(light_rgba)( GLcontext *ctx,
} }
VB->ColorPtr[0] = &store->LitColor[0]; VB->ColorPtr[0] = &store->LitColor[0];
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) { if (IDX & LIGHT_TWOSIDE) {
VB->ColorPtr[1] = &store->LitColor[1]; VB->ColorPtr[1] = &store->LitColor[1];
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
} }
if (stage->changed_inputs == 0) if (stage->changed_inputs == 0)
@@ -371,13 +371,13 @@ static void TAG(light_rgba)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor ); _mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) ) if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] ); update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) { if ( CHECK_VALIDATE(j) ) {
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) if (IDX & LIGHT_TWOSIDE)
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
} }
COPY_3V(sum[0], base[0]); COPY_3V(sum[0], base[0]);
@@ -535,7 +535,7 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
const GLuint *flags = VB->Flag; const GLuint *flags = VB->Flag;
GLchan basechan[2][4]; GLchan basechan[2][4];
GLuint j = 0; GLuint j = 0;
struct gl_material (*new_material)[2] = VB->Material; struct gl_material *new_material = VB->Material;
const GLuint *new_material_mask = VB->MaterialMask; const GLuint *new_material_mask = VB->MaterialMask;
GLfloat base[2][3]; GLfloat base[2][3];
const GLuint nr = VB->Count; const GLuint nr = VB->Count;
@@ -572,7 +572,7 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
} }
if ( CHECK_MATERIAL(j) ) if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] ); update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) if ( CHECK_VALIDATE(j) )
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
@@ -584,14 +584,14 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
ACC_3V(base[0], ctx->Light._BaseColor[0] ); ACC_3V(base[0], ctx->Light._BaseColor[0] );
UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] ); UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] );
UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3], UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3],
ctx->Light.Material[0].Diffuse[3]); ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) { if (IDX & LIGHT_TWOSIDE) {
COPY_3V(base[1], light->_MatAmbient[1]); COPY_3V(base[1], light->_MatAmbient[1]);
ACC_3V(base[1], ctx->Light._BaseColor[1]); ACC_3V(base[1], ctx->Light._BaseColor[1]);
UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]); UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]);
UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3], UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3],
ctx->Light.Material[1].Diffuse[3]); ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
} }
do { do {
@@ -663,7 +663,7 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr;
const GLuint *flags = VB->Flag; const GLuint *flags = VB->Flag;
GLuint j = 0; GLuint j = 0;
struct gl_material (*new_material)[2] = VB->Material; struct gl_material *new_material = VB->Material;
GLuint *new_material_mask = VB->MaterialMask; GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count; const GLuint nr = VB->Count;
const struct gl_light *light; const struct gl_light *light;
@@ -677,8 +677,8 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
(void) nr; (void) nr;
(void) nstride; (void) nstride;
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
if (IDX & LIGHT_COLORMATERIAL) { if (IDX & LIGHT_COLORMATERIAL) {
if (VB->ColorPtr[0]->Type != GL_FLOAT || if (VB->ColorPtr[0]->Type != GL_FLOAT ||
@@ -704,14 +704,14 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor ); _mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) ) if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] ); update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) { if ( CHECK_VALIDATE(j) ) {
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]);
if (IDX & LIGHT_TWOSIDE) if (IDX & LIGHT_TWOSIDE)
UNCLAMPED_FLOAT_TO_CHAN(sumA[1], UNCLAMPED_FLOAT_TO_CHAN(sumA[1],
ctx->Light.Material[1].Diffuse[3]); ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]);
} }
@@ -804,7 +804,7 @@ static void TAG(light_ci)( GLcontext *ctx,
GLuint CMstride; GLuint CMstride;
const GLuint *flags = VB->Flag; const GLuint *flags = VB->Flag;
GLuint *indexResult[2]; GLuint *indexResult[2];
struct gl_material (*new_material)[2] = VB->Material; struct gl_material *new_material = VB->Material;
GLuint *new_material_mask = VB->MaterialMask; GLuint *new_material_mask = VB->MaterialMask;
const GLuint nr = VB->Count; const GLuint nr = VB->Count;
@@ -849,7 +849,7 @@ static void TAG(light_ci)( GLcontext *ctx,
_mesa_update_color_material( ctx, CMcolor ); _mesa_update_color_material( ctx, CMcolor );
if ( CHECK_MATERIAL(j) ) if ( CHECK_MATERIAL(j) )
_mesa_update_material( ctx, new_material[j], new_material_mask[j] ); update_materials( ctx, &new_material[j], new_material_mask[j] );
if ( CHECK_VALIDATE(j) ) if ( CHECK_VALIDATE(j) )
TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
@@ -953,22 +953,20 @@ static void TAG(light_ci)( GLcontext *ctx,
/* Now compute final color index */ /* Now compute final color index */
for (side = 0 ; side < NR_SIDES ; side++) { for (side = 0 ; side < NR_SIDES ; side++) {
struct gl_material *mat = &ctx->Light.Material[side]; const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];
GLfloat index; GLfloat index;
if (specular[side] > 1.0F) { if (specular[side] > 1.0F) {
index = mat->SpecularIndex; index = ind[MAT_INDEX_SPECULAR];
} }
else { else {
GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex; GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex; GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
GLfloat i = (ind[MAT_INDEX_AMBIENT]
index = mat->AmbientIndex + diffuse[side] * (1.0F-specular[side]) * d_a
+ diffuse[side] * (1.0F-specular[side]) * d_a + specular[side] * s_a);
+ specular[side] * s_a; if (i > ind[MAT_INDEX_SPECULAR]) {
i = ind[MAT_INDEX_SPECULAR];
if (index > mat->SpecularIndex) {
index = mat->SpecularIndex;
} }
} }
indexResult[side][j] = (GLuint) (GLint) index; indexResult[side][j] = (GLuint) (GLint) index;