
Remove redundant 'update_materials' stage. Fix conform segfault with seperate specular colors in mustpass.c. These tests still fail, however.
953 lines
26 KiB
C
953 lines
26 KiB
C
/* $Id: t_vb_lighttmp.h,v 1.7 2001/02/16 00:35:35 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*
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* Authors:
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* Brian Paul <brianp@valinux.com>
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* Keith Whitwell <keithw@valinux.com>
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*/
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#if (IDX & LIGHT_FLAGS)
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# define VSTRIDE (4 * sizeof(GLfloat))
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# define NSTRIDE (3 * sizeof(GLfloat))
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# define CHECK_MATERIAL(x) (flags[x] & VERT_MATERIAL)
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# define CHECK_END_VB(x) (flags[x] & VERT_END_VB)
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# if (IDX & LIGHT_COLORMATERIAL)
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# define CMSTRIDE STRIDE_4CHAN(CMcolor, (4 * sizeof(GLchan)))
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# define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_RGBA)
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# define CHECK_VALIDATE(x) (flags[x] & (VERT_RGBA|VERT_MATERIAL))
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# define DO_ANOTHER_NORMAL(x) \
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((flags[x] & (VERT_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM)
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# define REUSE_LIGHT_RESULTS(x) \
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((flags[x] & (VERT_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0)
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# else
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# define CMSTRIDE 0
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# define CHECK_COLOR_MATERIAL(x) 0
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# define CHECK_VALIDATE(x) (flags[x] & (VERT_MATERIAL))
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# define DO_ANOTHER_NORMAL(x) \
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((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM)
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# define REUSE_LIGHT_RESULTS(x) \
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((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0)
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# endif
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#else
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# define VSTRIDE vstride
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# define NSTRIDE nstride
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# define CHECK_MATERIAL(x) 0 /* no materials on array paths */
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# define CHECK_END_VB(XX) (XX >= nr)
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# if (IDX & LIGHT_COLORMATERIAL)
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# define CMSTRIDE STRIDE_4CHAN(CMcolor, CMstride)
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# define CHECK_COLOR_MATERIAL(x) (x < nr) /* always have colormaterial */
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# define CHECK_VALIDATE(x) (x < nr)
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# define DO_ANOTHER_NORMAL(x) 0 /* always stop to recalc colormat */
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# else
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# define CMSTRIDE 0
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# define CHECK_COLOR_MATERIAL(x) 0 /* no colormaterial */
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# define CHECK_VALIDATE(x) (0)
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# define DO_ANOTHER_NORMAL(XX) (XX < nr) /* keep going to end of vb */
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# endif
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# define REUSE_LIGHT_RESULTS(x) 0 /* always have a new normal */
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#endif
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#if (IDX & LIGHT_TWOSIDE)
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# define NR_SIDES 2
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#else
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# define NR_SIDES 1
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#endif
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static void TAG(light_rgba_spec)( GLcontext *ctx,
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struct vertex_buffer *VB,
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struct gl_pipeline_stage *stage,
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GLvector4f *input )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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GLfloat (*base)[3] = ctx->Light._BaseColor;
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const GLchan *sumA = ctx->Light._BaseAlpha;
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GLuint j;
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GLuint vstride = input->stride;
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const GLfloat *vertex = (GLfloat *)input->data;
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GLuint nstride = VB->NormalPtr->stride;
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const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
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GLchan (*CMcolor)[4];
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GLuint CMstride;
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GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
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GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
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GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].data;
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GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].data;
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GLuint nr = VB->Count;
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GLuint *flags = VB->Flag;
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struct gl_material (*new_material)[2] = VB->Material;
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GLuint *new_material_mask = VB->MaterialMask;
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(void) flags;
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(void) nstride;
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(void) vstride;
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/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
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if (IDX & LIGHT_COLORMATERIAL) {
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CMcolor = (GLchan (*)[4]) VB->ColorPtr[0]->data;
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CMstride = VB->ColorPtr[0]->stride;
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}
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VB->ColorPtr[0] = &store->LitColor[0];
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VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
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if (IDX & LIGHT_TWOSIDE) {
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VB->ColorPtr[1] = &store->LitColor[1];
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VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
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}
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/* Side-effects done, can we finish now?
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*/
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if (stage->changed_inputs == 0)
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return;
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for ( j=0 ;
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j<nr ;
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j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE)
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{
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GLfloat sum[2][3], spec[2][3];
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struct gl_light *light;
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if ( CHECK_COLOR_MATERIAL(j) )
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gl_update_color_material( ctx, CMcolor[j] );
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if ( CHECK_MATERIAL(j) )
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gl_update_material( ctx, new_material[j], new_material_mask[j] );
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if ( CHECK_VALIDATE(j) )
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gl_validate_all_lighting_tables( ctx );
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COPY_3V(sum[0], base[0]);
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ZERO_3V(spec[0]);
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if (IDX & LIGHT_TWOSIDE) {
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COPY_3V(sum[1], base[1]);
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ZERO_3V(spec[1]);
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}
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/* Add contribution from each enabled light source */
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat n_dot_h;
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GLfloat correction;
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GLint side;
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GLfloat contrib[3];
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GLfloat attenuation;
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GLfloat VP[3]; /* unit vector from vertex to light */
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GLfloat n_dot_VP; /* n dot VP */
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GLfloat *h;
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/* compute VP and attenuation */
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if (!(light->_Flags & LIGHT_POSITIONAL)) {
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/* directional light */
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COPY_3V(VP, light->_VP_inf_norm);
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attenuation = light->_VP_inf_spot_attenuation;
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}
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else {
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GLfloat d; /* distance from vertex to light */
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SUB_3V(VP, light->_Position, vertex);
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d = (GLfloat) LEN_3FV( VP );
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if (d > 1e-6) {
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GLfloat invd = 1.0F / d;
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SELF_SCALE_SCALAR_3V(VP, invd);
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}
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attenuation = 1.0F / (light->ConstantAttenuation + d *
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(light->LinearAttenuation + d *
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light->QuadraticAttenuation));
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/* spotlight attenuation */
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if (light->_Flags & LIGHT_SPOT) {
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GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
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if (PV_dot_dir<light->_CosCutoff) {
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continue; /* this light makes no contribution */
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}
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else {
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double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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int k = (int) x;
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GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
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+ (x-k)*light->_SpotExpTable[k][1]);
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attenuation *= spot;
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}
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}
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}
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if (attenuation < 1e-3)
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continue; /* this light makes no contribution */
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/* Compute dot product or normal and vector from V to light pos */
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n_dot_VP = DOT3( normal, VP );
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/* Which side gets the diffuse & specular terms? */
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if (n_dot_VP < 0.0F) {
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ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
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if (!(IDX & LIGHT_TWOSIDE)) {
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continue;
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}
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side = 1;
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correction = -1;
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n_dot_VP = -n_dot_VP;
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}
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else {
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if (IDX & LIGHT_TWOSIDE) {
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ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
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}
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side = 0;
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correction = 1;
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}
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/* diffuse term */
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COPY_3V(contrib, light->_MatAmbient[side]);
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ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
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ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
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/* specular term - cannibalize VP... */
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if (ctx->Light.Model.LocalViewer) {
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GLfloat v[3];
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COPY_3V(v, vertex);
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NORMALIZE_3FV(v);
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SUB_3V(VP, VP, v); /* h = VP + VPe */
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h = VP;
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NORMALIZE_3FV(h);
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}
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else if (light->_Flags & LIGHT_POSITIONAL) {
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h = VP;
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ACC_3V(h, ctx->_EyeZDir);
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NORMALIZE_3FV(h);
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}
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else {
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h = light->_h_inf_norm;
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}
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n_dot_h = correction * DOT3(normal, h);
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if (n_dot_h > 0.0F) {
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GLfloat spec_coef;
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struct gl_shine_tab *tab = ctx->_ShineTable[side];
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GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
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if (spec_coef > 1.0e-10) {
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spec_coef *= attenuation;
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ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
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light->_MatSpecular[side]);
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}
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}
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} /*loop over lights*/
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UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
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UNCLAMPED_FLOAT_TO_RGB_CHAN( Fspec[j], spec[0] );
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Fcolor[j][3] = sumA[0];
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if (IDX & LIGHT_TWOSIDE) {
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UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
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UNCLAMPED_FLOAT_TO_RGB_CHAN( Bspec[j], spec[1] );
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Bcolor[j][3] = sumA[1];
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}
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}
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}
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static void TAG(light_rgba)( GLcontext *ctx,
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struct vertex_buffer *VB,
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struct gl_pipeline_stage *stage,
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GLvector4f *input )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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GLuint j;
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GLfloat (*base)[3] = ctx->Light._BaseColor;
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const GLchan *sumA = ctx->Light._BaseAlpha;
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GLuint vstride = input->stride;
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const GLfloat *vertex = (GLfloat *) input->data;
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GLuint nstride = VB->NormalPtr->stride;
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const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
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GLchan (*CMcolor)[4];
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GLuint CMstride;
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GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
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GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
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GLuint *flags = VB->Flag;
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struct gl_material (*new_material)[2] = VB->Material;
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GLuint *new_material_mask = VB->MaterialMask;
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GLuint nr = VB->Count;
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/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
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(void) flags;
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(void) nstride;
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(void) vstride;
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if (IDX & LIGHT_COLORMATERIAL) {
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CMcolor = VB->ColorPtr[0]->data;
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CMstride = VB->ColorPtr[0]->stride;
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}
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VB->ColorPtr[0] = &store->LitColor[0];
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if (IDX & LIGHT_TWOSIDE)
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VB->ColorPtr[1] = &store->LitColor[1];
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if (stage->changed_inputs == 0)
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return;
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for ( j=0 ;
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j<nr ;
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j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE)
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{
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GLfloat sum[2][3];
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struct gl_light *light;
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if ( CHECK_COLOR_MATERIAL(j) )
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gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
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if ( CHECK_MATERIAL(j) )
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gl_update_material( ctx, new_material[j], new_material_mask[j] );
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if ( CHECK_VALIDATE(j) )
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gl_validate_all_lighting_tables( ctx );
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COPY_3V(sum[0], base[0]);
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if ( IDX & LIGHT_TWOSIDE )
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COPY_3V(sum[1], base[1]);
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/* Add contribution from each enabled light source */
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat n_dot_h;
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GLfloat correction;
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GLint side;
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GLfloat contrib[3];
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GLfloat attenuation = 1.0;
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GLfloat VP[3]; /* unit vector from vertex to light */
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GLfloat n_dot_VP; /* n dot VP */
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GLfloat *h;
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/* compute VP and attenuation */
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if (!(light->_Flags & LIGHT_POSITIONAL)) {
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/* directional light */
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COPY_3V(VP, light->_VP_inf_norm);
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attenuation = light->_VP_inf_spot_attenuation;
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}
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else {
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GLfloat d; /* distance from vertex to light */
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SUB_3V(VP, light->_Position, vertex);
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d = LEN_3FV( VP );
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if ( d > 1e-6) {
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GLfloat invd = 1.0F / d;
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SELF_SCALE_SCALAR_3V(VP, invd);
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}
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attenuation = 1.0F / (light->ConstantAttenuation + d *
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(light->LinearAttenuation + d *
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light->QuadraticAttenuation));
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/* spotlight attenuation */
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if (light->_Flags & LIGHT_SPOT) {
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GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
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if (PV_dot_dir<light->_CosCutoff) {
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continue; /* this light makes no contribution */
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}
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else {
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double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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int k = (int) x;
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GLfloat spot = (light->_SpotExpTable[k][0]
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+ (x-k)*light->_SpotExpTable[k][1]);
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attenuation *= spot;
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}
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}
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}
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if (attenuation < 1e-3)
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continue; /* this light makes no contribution */
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/* Compute dot product or normal and vector from V to light pos */
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n_dot_VP = DOT3( normal, VP );
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/* which side are we lighting? */
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if (n_dot_VP < 0.0F) {
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ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
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if (!(IDX & LIGHT_TWOSIDE))
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continue;
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side = 1;
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correction = -1;
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n_dot_VP = -n_dot_VP;
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}
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else {
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if (IDX & LIGHT_TWOSIDE) {
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ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
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}
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side = 0;
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correction = 1;
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}
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COPY_3V(contrib, light->_MatAmbient[side]);
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/* diffuse term */
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ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
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/* specular term - cannibalize VP... */
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{
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if (ctx->Light.Model.LocalViewer) {
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GLfloat v[3];
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COPY_3V(v, vertex);
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NORMALIZE_3FV(v);
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SUB_3V(VP, VP, v); /* h = VP + VPe */
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h = VP;
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NORMALIZE_3FV(h);
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}
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else if (light->_Flags & LIGHT_POSITIONAL) {
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h = VP;
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ACC_3V(h, ctx->_EyeZDir);
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NORMALIZE_3FV(h);
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}
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else {
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h = light->_h_inf_norm;
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}
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n_dot_h = correction * DOT3(normal, h);
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if (n_dot_h > 0.0F)
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{
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GLfloat spec_coef;
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struct gl_shine_tab *tab = ctx->_ShineTable[side];
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GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
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ACC_SCALE_SCALAR_3V( contrib, spec_coef,
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light->_MatSpecular[side]);
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}
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}
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ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
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}
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UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
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Fcolor[j][3] = sumA[0];
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if (IDX & LIGHT_TWOSIDE) {
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UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
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Bcolor[j][3] = sumA[1];
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}
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}
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}
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/* As below, but with just a single light.
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*/
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static void TAG(light_fast_rgba_single)( GLcontext *ctx,
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struct vertex_buffer *VB,
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struct gl_pipeline_stage *stage,
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GLvector4f *input )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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GLuint nstride = VB->NormalPtr->stride;
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const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
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GLchan (*CMcolor)[4];
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GLuint CMstride;
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GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
|
|
GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
|
|
struct gl_light *light = ctx->Light.EnabledList.next;
|
|
GLuint *flags = VB->Flag;
|
|
GLchan baseubyte[2][4];
|
|
GLuint j = 0;
|
|
struct gl_material (*new_material)[2] = VB->Material;
|
|
GLuint *new_material_mask = VB->MaterialMask;
|
|
GLfloat base[2][3];
|
|
GLuint nr = VB->Count;
|
|
|
|
/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
|
|
(void) input; /* doesn't refer to Eye or Obj */
|
|
(void) flags;
|
|
(void) nr;
|
|
(void) nstride;
|
|
|
|
if (IDX & LIGHT_COLORMATERIAL) {
|
|
CMcolor = VB->ColorPtr[0]->data;
|
|
CMstride = VB->ColorPtr[0]->stride;
|
|
}
|
|
|
|
VB->ColorPtr[0] = &store->LitColor[0];
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
VB->ColorPtr[1] = &store->LitColor[1];
|
|
|
|
if (stage->changed_inputs == 0)
|
|
return;
|
|
|
|
if ( CHECK_COLOR_MATERIAL(j) )
|
|
gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
|
|
|
|
if ( CHECK_MATERIAL(j) )
|
|
gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|
|
|
if ( CHECK_VALIDATE(j) )
|
|
gl_validate_all_lighting_tables( ctx );
|
|
|
|
baseubyte[0][3] = ctx->Light._BaseAlpha[0];
|
|
baseubyte[1][3] = ctx->Light._BaseAlpha[1];
|
|
|
|
do {
|
|
/* No attenuation, so incoporate _MatAmbient into base color.
|
|
*/
|
|
{
|
|
COPY_3V(base[0], light->_MatAmbient[0]);
|
|
ACC_3V(base[0], ctx->Light._BaseColor[0] );
|
|
UNCLAMPED_FLOAT_TO_RGB_CHAN( baseubyte[0], base[0] );
|
|
|
|
if (IDX & LIGHT_TWOSIDE) {
|
|
COPY_3V(base[1], light->_MatAmbient[1]);
|
|
ACC_3V(base[1], ctx->Light._BaseColor[1]);
|
|
UNCLAMPED_FLOAT_TO_RGB_CHAN( baseubyte[1], base[1]);
|
|
}
|
|
}
|
|
|
|
do {
|
|
GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm);
|
|
|
|
COPY_CHAN4(Fcolor[j], baseubyte[0]);
|
|
if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], baseubyte[1]);
|
|
|
|
if (n_dot_VP < 0.0F) {
|
|
if (IDX & LIGHT_TWOSIDE) {
|
|
GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
|
|
GLfloat sum[3];
|
|
COPY_3V(sum, base[1]);
|
|
ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
|
|
if (n_dot_h > 0.0F) {
|
|
GLfloat spec;
|
|
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
|
|
}
|
|
UNCLAMPED_FLOAT_TO_RGB_CHAN(Bcolor[j], sum );
|
|
}
|
|
} else {
|
|
GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
|
|
GLfloat sum[3];
|
|
COPY_3V(sum, base[0]);
|
|
ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
|
|
if (n_dot_h > 0.0F) {
|
|
GLfloat spec;
|
|
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
|
|
|
|
}
|
|
UNCLAMPED_FLOAT_TO_RGB_CHAN(Fcolor[j], sum );
|
|
}
|
|
|
|
j++;
|
|
STRIDE_F(normal, NSTRIDE);
|
|
} while (DO_ANOTHER_NORMAL(j));
|
|
|
|
|
|
for ( ; REUSE_LIGHT_RESULTS(j) ; j++ ) {
|
|
COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
|
|
STRIDE_F(normal, NSTRIDE);
|
|
}
|
|
|
|
/* Have to recompute our base colors on material change.
|
|
*/
|
|
if ( CHECK_MATERIAL(j) )
|
|
gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|
|
|
if ( CHECK_COLOR_MATERIAL(j) )
|
|
gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
|
|
|
|
if ( CHECK_VALIDATE(j) )
|
|
gl_validate_all_lighting_tables( ctx );
|
|
|
|
} while (!CHECK_END_VB(j));
|
|
}
|
|
|
|
|
|
/* Light infinite lights
|
|
*/
|
|
static void TAG(light_fast_rgba)( GLcontext *ctx,
|
|
struct vertex_buffer *VB,
|
|
struct gl_pipeline_stage *stage,
|
|
GLvector4f *input )
|
|
{
|
|
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
|
|
const GLchan *sumA = ctx->Light._BaseAlpha;
|
|
GLuint nstride = VB->NormalPtr->stride;
|
|
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
|
|
GLchan (*CMcolor)[4];
|
|
GLuint CMstride;
|
|
GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
|
|
GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
|
|
GLuint *flags = VB->Flag;
|
|
GLuint j = 0;
|
|
struct gl_material (*new_material)[2] = VB->Material;
|
|
GLuint *new_material_mask = VB->MaterialMask;
|
|
GLuint nr = VB->Count;
|
|
struct gl_light *light;
|
|
|
|
/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
|
|
(void) flags;
|
|
(void) input;
|
|
(void) nr;
|
|
(void) nstride;
|
|
|
|
if (IDX & LIGHT_COLORMATERIAL) {
|
|
CMcolor = VB->ColorPtr[0]->data;
|
|
CMstride = VB->ColorPtr[0]->stride;
|
|
}
|
|
|
|
VB->ColorPtr[0] = &store->LitColor[0];
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
VB->ColorPtr[1] = &store->LitColor[1];
|
|
|
|
if (stage->changed_inputs == 0)
|
|
return;
|
|
|
|
if ( CHECK_COLOR_MATERIAL(j) )
|
|
gl_update_color_material( ctx, *CMcolor );
|
|
|
|
if ( CHECK_MATERIAL(j) )
|
|
gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|
|
|
if ( CHECK_VALIDATE(j) )
|
|
gl_validate_all_lighting_tables( ctx );
|
|
|
|
do {
|
|
do {
|
|
GLfloat sum[2][3];
|
|
|
|
COPY_3V(sum[0], ctx->Light._BaseColor[0]);
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
COPY_3V(sum[1], ctx->Light._BaseColor[1]);
|
|
|
|
foreach (light, &ctx->Light.EnabledList) {
|
|
GLfloat n_dot_h, n_dot_VP, spec;
|
|
|
|
ACC_3V(sum[0], light->_MatAmbient[0]);
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
ACC_3V(sum[1], light->_MatAmbient[1]);
|
|
|
|
n_dot_VP = DOT3(normal, light->_VP_inf_norm);
|
|
|
|
if (n_dot_VP > 0.0F) {
|
|
ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
|
|
n_dot_h = DOT3(normal, light->_h_inf_norm);
|
|
if (n_dot_h > 0.0F) {
|
|
struct gl_shine_tab *tab = ctx->_ShineTable[0];
|
|
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V( sum[0], spec,
|
|
light->_MatSpecular[0]);
|
|
}
|
|
}
|
|
else if (IDX & LIGHT_TWOSIDE) {
|
|
ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
|
|
n_dot_h = -DOT3(normal, light->_h_inf_norm);
|
|
if (n_dot_h > 0.0F) {
|
|
struct gl_shine_tab *tab = ctx->_ShineTable[1];
|
|
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V( sum[1], spec,
|
|
light->_MatSpecular[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
|
|
Fcolor[j][3] = sumA[0];
|
|
|
|
if (IDX & LIGHT_TWOSIDE) {
|
|
UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
|
|
Bcolor[j][3] = sumA[1];
|
|
}
|
|
|
|
j++;
|
|
STRIDE_F(normal, NSTRIDE);
|
|
} while (DO_ANOTHER_NORMAL(j));
|
|
|
|
/* Reuse the shading results while there is no change to
|
|
* normal or material values.
|
|
*/
|
|
for ( ; REUSE_LIGHT_RESULTS(j) ; j++ ) {
|
|
COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
|
|
STRIDE_F(normal, NSTRIDE);
|
|
}
|
|
|
|
if ( CHECK_COLOR_MATERIAL(j) )
|
|
gl_update_color_material( ctx, CMcolor[j] );
|
|
|
|
if ( CHECK_MATERIAL(j) )
|
|
gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|
|
|
if ( CHECK_VALIDATE(j) )
|
|
gl_validate_all_lighting_tables( ctx );
|
|
|
|
} while (!CHECK_END_VB(j));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Use current lighting/material settings to compute the color indexes
|
|
* for an array of vertices.
|
|
* Input: n - number of vertices to light
|
|
* side - 0=use front material, 1=use back material
|
|
* vertex - array of [n] vertex position in eye coordinates
|
|
* normal - array of [n] surface normal vector
|
|
* Output: indexResult - resulting array of [n] color indexes
|
|
*/
|
|
static void TAG(light_ci)( GLcontext *ctx,
|
|
struct vertex_buffer *VB,
|
|
struct gl_pipeline_stage *stage,
|
|
GLvector4f *input )
|
|
{
|
|
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
|
|
GLuint j;
|
|
GLuint vstride = input->stride;
|
|
const GLfloat *vertex = (GLfloat *) input->data;
|
|
GLuint nstride = VB->NormalPtr->stride;
|
|
const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
|
|
GLchan (*CMcolor)[4];
|
|
GLuint CMstride;
|
|
GLuint *flags = VB->Flag;
|
|
GLuint *indexResult[2];
|
|
struct gl_material (*new_material)[2] = VB->Material;
|
|
GLuint *new_material_mask = VB->MaterialMask;
|
|
GLuint nr = VB->Count;
|
|
|
|
/* fprintf(stderr, "%s\n", __FUNCTION__ ); */
|
|
(void) flags;
|
|
(void) nstride;
|
|
(void) vstride;
|
|
|
|
VB->IndexPtr[0] = &store->LitIndex[0];
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
VB->IndexPtr[1] = &store->LitIndex[1];
|
|
|
|
if (stage->changed_inputs == 0)
|
|
return;
|
|
|
|
indexResult[0] = VB->IndexPtr[0]->data;
|
|
if (IDX & LIGHT_TWOSIDE)
|
|
indexResult[1] = VB->IndexPtr[1]->data;
|
|
|
|
if (IDX & LIGHT_COLORMATERIAL) {
|
|
CMcolor = VB->ColorPtr[0]->data;
|
|
CMstride = VB->ColorPtr[0]->stride;
|
|
}
|
|
|
|
/* loop over vertices */
|
|
for ( j=0 ;
|
|
j<nr ;
|
|
j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal, NSTRIDE), CMSTRIDE)
|
|
{
|
|
GLfloat diffuse[2], specular[2];
|
|
GLuint side = 0;
|
|
struct gl_light *light;
|
|
|
|
if ( CHECK_COLOR_MATERIAL(j) )
|
|
gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
|
|
|
|
if ( CHECK_MATERIAL(j) )
|
|
gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|
|
|
if ( CHECK_VALIDATE(j) )
|
|
gl_validate_all_lighting_tables( ctx );
|
|
|
|
diffuse[0] = specular[0] = 0.0F;
|
|
|
|
if ( IDX & LIGHT_TWOSIDE ) {
|
|
diffuse[1] = specular[1] = 0.0F;
|
|
}
|
|
|
|
/* Accumulate diffuse and specular from each light source */
|
|
foreach (light, &ctx->Light.EnabledList) {
|
|
|
|
GLfloat attenuation = 1.0F;
|
|
GLfloat VP[3]; /* unit vector from vertex to light */
|
|
GLfloat n_dot_VP; /* dot product of l and n */
|
|
GLfloat *h, n_dot_h, correction = 1.0;
|
|
|
|
/* compute l and attenuation */
|
|
if (!(light->_Flags & LIGHT_POSITIONAL)) {
|
|
/* directional light */
|
|
COPY_3V(VP, light->_VP_inf_norm);
|
|
}
|
|
else {
|
|
GLfloat d; /* distance from vertex to light */
|
|
|
|
SUB_3V(VP, light->_Position, vertex);
|
|
|
|
d = LEN_3FV( VP );
|
|
if ( d > 1e-6) {
|
|
GLfloat invd = 1.0F / d;
|
|
SELF_SCALE_SCALAR_3V(VP, invd);
|
|
}
|
|
|
|
attenuation = 1.0F / (light->ConstantAttenuation + d *
|
|
(light->LinearAttenuation + d *
|
|
light->QuadraticAttenuation));
|
|
|
|
/* spotlight attenuation */
|
|
if (light->_Flags & LIGHT_SPOT) {
|
|
GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
|
|
if (PV_dot_dir < light->_CosCutoff) {
|
|
continue; /* this light makes no contribution */
|
|
}
|
|
else {
|
|
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
|
|
int k = (int) x;
|
|
GLfloat spot = (light->_SpotExpTable[k][0]
|
|
+ (x-k)*light->_SpotExpTable[k][1]);
|
|
attenuation *= spot;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (attenuation < 1e-3)
|
|
continue; /* this light makes no contribution */
|
|
|
|
n_dot_VP = DOT3( normal, VP );
|
|
|
|
/* which side are we lighting? */
|
|
if (n_dot_VP < 0.0F) {
|
|
if (!(IDX & LIGHT_TWOSIDE))
|
|
continue;
|
|
side = 1;
|
|
correction = -1;
|
|
n_dot_VP = -n_dot_VP;
|
|
}
|
|
|
|
/* accumulate diffuse term */
|
|
diffuse[side] += n_dot_VP * light->_dli * attenuation;
|
|
|
|
/* specular term */
|
|
if (ctx->Light.Model.LocalViewer) {
|
|
GLfloat v[3];
|
|
COPY_3V(v, vertex);
|
|
NORMALIZE_3FV(v);
|
|
SUB_3V(VP, VP, v); /* h = VP + VPe */
|
|
h = VP;
|
|
NORMALIZE_3FV(h);
|
|
}
|
|
else if (light->_Flags & LIGHT_POSITIONAL) {
|
|
h = VP;
|
|
/* Strangely, disabling this addition fixes a conformance
|
|
* problem. If this code is enabled, l_sed.c fails.
|
|
*/
|
|
/*ACC_3V(h, ctx->_EyeZDir);*/
|
|
NORMALIZE_3FV(h);
|
|
}
|
|
else {
|
|
h = light->_h_inf_norm;
|
|
}
|
|
|
|
n_dot_h = correction * DOT3(normal, h);
|
|
if (n_dot_h > 0.0F) {
|
|
GLfloat spec_coef;
|
|
struct gl_shine_tab *tab = ctx->_ShineTable[side];
|
|
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
|
|
specular[side] += spec_coef * light->_sli * attenuation;
|
|
}
|
|
} /*loop over lights*/
|
|
|
|
/* Now compute final color index */
|
|
for (side = 0 ; side < NR_SIDES ; side++) {
|
|
struct gl_material *mat = &ctx->Light.Material[side];
|
|
GLfloat index;
|
|
|
|
if (specular[side] > 1.0F) {
|
|
index = mat->SpecularIndex;
|
|
}
|
|
else {
|
|
GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
|
|
GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
|
|
|
|
index = mat->AmbientIndex
|
|
+ diffuse[side] * (1.0F-specular[side]) * d_a
|
|
+ specular[side] * s_a;
|
|
|
|
if (index > mat->SpecularIndex) {
|
|
index = mat->SpecularIndex;
|
|
}
|
|
}
|
|
indexResult[side][j] = (GLuint) (GLint) index;
|
|
}
|
|
} /*for vertex*/
|
|
}
|
|
|
|
|
|
|
|
static void TAG(init_light_tab)( void )
|
|
{
|
|
_tnl_light_tab[IDX] = TAG(light_rgba);
|
|
_tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
|
|
_tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
|
|
_tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
|
|
_tnl_light_ci_tab[IDX] = TAG(light_ci);
|
|
}
|
|
|
|
|
|
#undef TAG
|
|
#undef IDX
|
|
#undef NR_SIDES
|
|
#undef NSTRIDE
|
|
#undef VSTRIDE
|
|
#undef CHECK_MATERIAL
|
|
#undef CHECK_END_VB
|
|
#undef DO_ANOTHER_NORMAL
|
|
#undef REUSE_LIGHT_RESULTS
|
|
#undef CMSTRIDE
|
|
#undef CHECK_COLOR_MATERIAL
|
|
#undef CHECK_VALIDATE
|