diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/mesa/main/attrib.c | 32 | ||||
| -rw-r--r-- | src/mesa/main/dd.h | 5 | ||||
| -rw-r--r-- | src/mesa/main/light.c | 205 | ||||
| -rw-r--r-- | src/mesa/main/light.h | 4 | 
4 files changed, 150 insertions, 96 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c index 9c2a666e47..b4a587efb0 100644 --- a/src/mesa/main/attrib.c +++ b/src/mesa/main/attrib.c @@ -951,25 +951,21 @@ _mesa_PopAttrib(void)                    _math_matrix_analyse( ctx->ModelviewMatrixStack.Top );                 for (i = 0; i < ctx->Const.MaxLights; i++) { -                  GLenum lgt = (GLenum) (GL_LIGHT0 + i);  		  const struct gl_light *l = &light->Light[i]; -		  GLfloat tmp[4]; -                  _mesa_set_enable(ctx, lgt, l->Enabled); -		  _mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient ); -		  _mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse ); -		  _mesa_Lightfv( lgt, GL_SPECULAR, l->Specular ); -		  TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition ); -		  _mesa_Lightfv( lgt, GL_POSITION, tmp ); -		  TRANSFORM_NORMAL( tmp, l->EyeDirection, ctx->ModelviewMatrixStack.Top->m ); -		  _mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp ); -		  _mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent ); -		  _mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff ); -		  _mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,  -				 &l->ConstantAttenuation ); -		  _mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,  -				 &l->LinearAttenuation ); -		  _mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,  -				 &l->QuadraticAttenuation ); +                  _mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled); +		  _mesa_light(ctx, i, GL_AMBIENT, l->Ambient); +		  _mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse); +		  _mesa_light(ctx, i, GL_SPECULAR, l->Specular ); +		  _mesa_light(ctx, i, GL_POSITION, l->EyePosition); +		  _mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection); +		  _mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent); +		  _mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff); +		  _mesa_light(ctx, i, GL_CONSTANT_ATTENUATION, +                              &l->ConstantAttenuation); +		  _mesa_light(ctx, i, GL_LINEAR_ATTENUATION, +                              &l->LinearAttenuation); +		  _mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION, +                              &l->QuadraticAttenuation);                 }                 /* light model */                 _mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT, diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h index d07a7a26b1..f150cf99e2 100644 --- a/src/mesa/main/dd.h +++ b/src/mesa/main/dd.h @@ -658,7 +658,10 @@ struct dd_function_table {     void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);     /** Control the writing of individual bits in the color index buffers */     void (*IndexMask)(GLcontext *ctx, GLuint mask); -   /** Set light source parameters */ +   /** Set light source parameters. +    * Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already +    * been transformed to eye-space. +    */     void (*Lightfv)(GLcontext *ctx, GLenum light,  		   GLenum pname, const GLfloat *params );     /** Set the lighting model parameters */ diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index f9b59089ac..8fa62eb873 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -59,6 +59,112 @@ _mesa_ShadeModel( GLenum mode )  } +/** + * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set + * per-light state. + * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction + * will have already been transformed by the modelview matrix! + * Also, all error checking should have already been done. + */ +void +_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params) +{ +   struct gl_light *light; + +   ASSERT(lnum < MAX_LIGHTS); +   light = &ctx->Light.Light[lnum]; + +   switch (pname) { +   case GL_AMBIENT: +      if (TEST_EQ_4V(light->Ambient, params)) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      COPY_4V( light->Ambient, params ); +      break; +   case GL_DIFFUSE: +      if (TEST_EQ_4V(light->Diffuse, params)) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      COPY_4V( light->Diffuse, params ); +      break; +   case GL_SPECULAR: +      if (TEST_EQ_4V(light->Specular, params)) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      COPY_4V( light->Specular, params ); +      break; +   case GL_POSITION: +      /* NOTE: position has already been transformed by ModelView! */ +      if (TEST_EQ_4V(light->EyePosition, params)) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      COPY_4V(light->EyePosition, params); +      if (light->EyePosition[3] != 0.0F) +	 light->_Flags |= LIGHT_POSITIONAL; +      else +	 light->_Flags &= ~LIGHT_POSITIONAL; +      break; +   case GL_SPOT_DIRECTION: +      /* NOTE: Direction already transformed by inverse ModelView! */ +      if (TEST_EQ_3V(light->EyeDirection, params)) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      COPY_3V(light->EyeDirection, params); +      break; +   case GL_SPOT_EXPONENT: +      ASSERT(params[0] >= 0.0); +      ASSERT(params[0] <= ctx->Const.MaxSpotExponent); +      if (light->SpotExponent == params[0]) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      light->SpotExponent = params[0]; +      _mesa_invalidate_spot_exp_table(light); +      break; +   case GL_SPOT_CUTOFF: +      ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0)); +      if (light->SpotCutoff == params[0]) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      light->SpotCutoff = params[0]; +      light->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD); +      if (light->_CosCutoff < 0) +	 light->_CosCutoff = 0; +      if (light->SpotCutoff != 180.0F) +	 light->_Flags |= LIGHT_SPOT; +      else +	 light->_Flags &= ~LIGHT_SPOT; +      break; +   case GL_CONSTANT_ATTENUATION: +      ASSERT(params[0] >= 0.0); +      if (light->ConstantAttenuation == params[0]) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      light->ConstantAttenuation = params[0]; +      break; +   case GL_LINEAR_ATTENUATION: +      ASSERT(params[0] >= 0.0); +      if (light->LinearAttenuation == params[0]) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      light->LinearAttenuation = params[0]; +      break; +   case GL_QUADRATIC_ATTENUATION: +      ASSERT(params[0] >= 0.0); +      if (light->QuadraticAttenuation == params[0]) +	 return; +      FLUSH_VERTICES(ctx, _NEW_LIGHT); +      light->QuadraticAttenuation = params[0]; +      break; +   default: +      _mesa_problem(ctx, "Unexpected pname in _mesa_light()"); +      return; +   } + +   if (ctx->Driver.Lightfv) +      ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params ); +} + +  void GLAPIENTRY  _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )  { @@ -71,124 +177,69 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )  {     GET_CURRENT_CONTEXT(ctx);     GLint i = (GLint) (light - GL_LIGHT0); -   struct gl_light *l = &ctx->Light.Light[i]; +   GLfloat temp[4];     if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {        _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );        return;     } +   /* do particular error checks, transformations */     switch (pname) {     case GL_AMBIENT: -      if (TEST_EQ_4V(l->Ambient, params)) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      COPY_4V( l->Ambient, params ); -      break;     case GL_DIFFUSE: -      if (TEST_EQ_4V(l->Diffuse, params)) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      COPY_4V( l->Diffuse, params ); -      break;     case GL_SPECULAR: -      if (TEST_EQ_4V(l->Specular, params)) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      COPY_4V( l->Specular, params ); +      /* nothing */        break; -   case GL_POSITION: { -      GLfloat tmp[4]; +   case GL_POSITION:        /* transform position by ModelView matrix */ -      TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params ); -      if (TEST_EQ_4V(l->EyePosition, tmp)) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      COPY_4V(l->EyePosition, tmp); -      if (l->EyePosition[3] != 0.0F) -	 l->_Flags |= LIGHT_POSITIONAL; -      else -	 l->_Flags &= ~LIGHT_POSITIONAL; +      TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params); +      params = temp;        break; -   } -   case GL_SPOT_DIRECTION: { -      GLfloat tmp[4]; +   case GL_SPOT_DIRECTION:        /* transform direction by inverse modelview */        if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) { -	 _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); +	 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);        } -      TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv ); -      if (TEST_EQ_3V(l->EyeDirection, tmp)) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      COPY_3V(l->EyeDirection, tmp); +      TRANSFORM_NORMAL(temp, params, ctx->ModelviewMatrixStack.Top->inv); +      params = temp;        break; -   }     case GL_SPOT_EXPONENT: -      if (params[0]<0.0 || params[0]>ctx->Const.MaxSpotExponent) { -	 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); +      if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) { +	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");  	 return;        } -      if (l->SpotExponent == params[0]) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      l->SpotExponent = params[0]; -      _mesa_invalidate_spot_exp_table( l );        break;     case GL_SPOT_CUTOFF: -      if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) { -	 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); +      if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) { +	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");  	 return;        } -      if (l->SpotCutoff == params[0]) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      l->SpotCutoff = params[0]; -      l->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD); -      if (l->_CosCutoff < 0) -	 l->_CosCutoff = 0; -      if (l->SpotCutoff != 180.0F) -	 l->_Flags |= LIGHT_SPOT; -      else -	 l->_Flags &= ~LIGHT_SPOT;        break;     case GL_CONSTANT_ATTENUATION: -      if (params[0]<0.0) { -	 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); +      if (params[0] < 0.0) { +	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");  	 return;        } -      if (l->ConstantAttenuation == params[0]) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      l->ConstantAttenuation = params[0];        break;     case GL_LINEAR_ATTENUATION: -      if (params[0]<0.0) { -	 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); +      if (params[0] < 0.0) { +	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");  	 return;        } -      if (l->LinearAttenuation == params[0]) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      l->LinearAttenuation = params[0];        break;     case GL_QUADRATIC_ATTENUATION: -      if (params[0]<0.0) { -	 _mesa_error( ctx, GL_INVALID_VALUE, "glLight" ); +      if (params[0] < 0.0) { +	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");  	 return;        } -      if (l->QuadraticAttenuation == params[0]) -	 return; -      FLUSH_VERTICES(ctx, _NEW_LIGHT); -      l->QuadraticAttenuation = params[0];        break;     default: -      _mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname ); +      _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);        return;     } -   if (ctx->Driver.Lightfv) -      ctx->Driver.Lightfv( ctx, light, pname, params ); +   _mesa_light(ctx, i, pname, params);  } diff --git a/src/mesa/main/light.h b/src/mesa/main/light.h index 1f19019450..f47fe58a83 100644 --- a/src/mesa/main/light.h +++ b/src/mesa/main/light.h @@ -78,6 +78,10 @@ extern void GLAPIENTRY  _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ); +extern void +_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params); + +  /* Lerp between adjacent values in the f(x) lookup table, giving a   * continuous function, with adequeate overall accuracy.  (Though   * still pretty good compared to a straight lookup).  | 
