From ff56908e09c0351179478deb19677cf56eec1f64 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Tue, 5 Aug 2003 18:55:49 +0000 Subject: Store material attributes in an Attrib[] style array. This is a first step to reviving/rescuing the 'vtx' rework from the old mesa tree. --- src/mesa/main/light.c | 421 +++++++++++++++----------------------------------- 1 file changed, 126 insertions(+), 295 deletions(-) (limited to 'src/mesa/main/light.c') diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index 046738882d..c9e0fbd73a 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -495,26 +495,26 @@ _mesa_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname, /* Make a bitmask indicating what material attribute(s) we're updating */ switch (pname) { case GL_EMISSION: - bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT; + bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION; break; case GL_AMBIENT: - bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; + bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; break; case GL_DIFFUSE: - bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; + bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; break; case GL_SPECULAR: - bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT; + bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR; break; case GL_SHININESS: - bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT; + bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS; break; case GL_AMBIENT_AND_DIFFUSE: - bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT; - bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT; + bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; + bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; break; case GL_COLOR_INDEXES: - bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT; + bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES; break; default: _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], - const struct gl_material src[2], - GLuint bitmask ) +void _mesa_copy_materials( struct gl_material *dst, + const struct gl_material *src, + GLuint bitmask ) { - if (bitmask & FRONT_EMISSION_BIT) { - COPY_4FV( dst[0].Emission, src[0].Emission ); - } - if (bitmask & BACK_EMISSION_BIT) { - COPY_4FV( dst[1].Emission, src[1].Emission ); - } - 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; - } + int i; + + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<Attrib[i], src->Attrib[i] ); } -/* - * Check if the global material has to be updated with info that was - * 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. + +/* Update derived values following a change in ctx->Light.Material */ -void _mesa_update_material( GLcontext *ctx, - const struct gl_material src[2], - GLuint bitmask ) +void _mesa_update_material( GLcontext *ctx, GLuint bitmask ) { struct gl_light *light, *list = &ctx->Light.EnabledList; - - if (ctx->Light.ColorMaterialEnabled) - bitmask &= ~ctx->Light.ColorMaterialBitmask; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; if (MESA_VERBOSE&VERBOSE_IMMEDIATE) _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask); @@ -616,117 +570,74 @@ void _mesa_update_material( GLcontext *ctx, if (!bitmask) 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 */ - if (bitmask & FRONT_AMBIENT_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - COPY_4FV( mat->Ambient, src[0].Ambient ); + if (bitmask & MAT_BIT_FRONT_AMBIENT) { 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]; - COPY_4FV( mat->Ambient, src[1].Ambient ); + + if (bitmask & MAT_BIT_BACK_AMBIENT) { 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 */ - 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, + if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) { + COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] ); + ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT], ctx->Light.Model.Ambient ); } - if (bitmask & (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, + + if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) { + COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] ); + ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT], ctx->Light.Model.Ambient ); } /* update material diffuse values */ - if (bitmask & FRONT_DIFFUSE_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - COPY_4FV( mat->Diffuse, src[0].Diffuse ); + if (bitmask & MAT_BIT_FRONT_DIFFUSE) { 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]; - COPY_4FV( mat->Diffuse, src[1].Diffuse ); + + if (bitmask & MAT_BIT_BACK_DIFFUSE) { 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 */ - if (bitmask & FRONT_SPECULAR_BIT) { - struct gl_material *mat = &ctx->Light.Material[0]; - COPY_4FV( mat->Specular, src[0].Specular ); + if (bitmask & MAT_BIT_FRONT_SPECULAR) { 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 ); + + if (bitmask & MAT_BIT_BACK_SPECULAR) { foreach (light, list) { - SCALE_3V( light->_MatSpecular[1], light->Specular, mat->Specular); + SCALE_3V( light->_MatSpecular[1], light->Specular, + mat[MAT_ATTRIB_BACK_SPECULAR]); } } - if (bitmask & FRONT_SHININESS_BIT) { - ctx->Light.Material[0].Shininess = src[0].Shininess; + if (bitmask & MAT_BIT_FRONT_SHININESS) { _mesa_invalidate_shine_table( ctx, 0 ); } - if (bitmask & BACK_SHININESS_BIT) { - ctx->Light.Material[1].Shininess = src[1].Shininess; - _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]); + if (bitmask & MAT_BIT_BACK_SHININESS) { + _mesa_invalidate_shine_table( ctx, 1 ); } } - - - - - /* * Update the current materials from the given rgba color * according to the bitmask in ColorMaterialBitmask, which is @@ -735,98 +646,15 @@ void _mesa_update_material( GLcontext *ctx, void _mesa_update_color_material( GLcontext *ctx, const GLfloat color[4] ) { - struct gl_light *light, *list = &ctx->Light.EnabledList; GLuint bitmask = ctx->Light.ColorMaterialBitmask; + struct gl_material *mat = &ctx->Light.Material; + int i; - if (MESA_VERBOSE&VERBOSE_IMMEDIATE) - _mesa_debug(ctx, "_mesa_update_color_material, mask 0x%x\n", bitmask); - - /* update emissive colors */ - 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); - } - } + for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) + if (bitmask & (1<Attrib[i], color ); - 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]); - } + _mesa_update_material( ctx, bitmask ); } @@ -837,10 +665,10 @@ _mesa_ColorMaterial( GLenum face, GLenum mode ) { GET_CURRENT_CONTEXT(ctx); GLuint bitmask; - GLuint legal = (FRONT_EMISSION_BIT | BACK_EMISSION_BIT | - FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT | - FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT | - FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT); + GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION | + MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR | + MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE | + MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT); ASSERT_OUTSIDE_BEGIN_END(ctx); if (MESA_VERBOSE&VERBOSE_API) @@ -878,6 +706,7 @@ _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); GLuint f; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ if (face==GL_FRONT) { @@ -890,26 +719,27 @@ _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); return; } + switch (pname) { case GL_AMBIENT: - COPY_4FV( params, ctx->Light.Material[f].Ambient ); + COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] ); break; case GL_DIFFUSE: - COPY_4FV( params, ctx->Light.Material[f].Diffuse ); + COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] ); break; case GL_SPECULAR: - COPY_4FV( params, ctx->Light.Material[f].Specular ); + COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] ); break; case GL_EMISSION: - COPY_4FV( params, ctx->Light.Material[f].Emission ); + COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] ); break; case GL_SHININESS: - *params = ctx->Light.Material[f].Shininess; + *params = mat[MAT_ATTRIB_SHININESS(f)][0]; break; case GL_COLOR_INDEXES: - params[0] = ctx->Light.Material[f].AmbientIndex; - params[1] = ctx->Light.Material[f].DiffuseIndex; - params[2] = ctx->Light.Material[f].SpecularIndex; + params[0] = mat[MAT_ATTRIB_INDEXES(f)][0]; + params[1] = mat[MAT_ATTRIB_INDEXES(f)][1]; + params[2] = mat[MAT_ATTRIB_INDEXES(f)][2]; break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); @@ -923,6 +753,7 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) { GET_CURRENT_CONTEXT(ctx); GLuint f; + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */ if (face==GL_FRONT) { @@ -937,36 +768,36 @@ _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) } switch (pname) { case GL_AMBIENT: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] ); break; case GL_DIFFUSE: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] ); break; case GL_SPECULAR: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] ); break; case GL_EMISSION: - params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] ); - params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] ); - params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] ); - params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] ); + params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] ); + params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] ); + params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] ); + params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] ); break; case GL_SHININESS: - *params = IROUND( ctx->Light.Material[f].Shininess ); + *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] ); break; case GL_COLOR_INDEXES: - params[0] = IROUND( ctx->Light.Material[f].AmbientIndex ); - params[1] = IROUND( ctx->Light.Material[f].DiffuseIndex ); - params[2] = IROUND( ctx->Light.Material[f].SpecularIndex ); + params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] ); + params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] ); + params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] ); break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); @@ -1120,11 +951,11 @@ _mesa_validate_all_lighting_tables( GLcontext *ctx ) GLint i; 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) 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) 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. */ if (ctx->Visual.rgbMode) { - GLuint sides = ctx->Light.Model.TwoSide ? 2 : 1; - GLuint side; - for (side=0; side < sides; side++) { - struct gl_material *mat = &ctx->Light.Material[side]; - - COPY_3V(ctx->Light._BaseColor[side], mat->Emission); - ACC_SCALE_3V(ctx->Light._BaseColor[side], - ctx->Light.Model.Ambient, - mat->Ambient); - } - - foreach (light, &ctx->Light.EnabledList) { - for (side=0; side< sides; side++) { - const struct gl_material *mat = &ctx->Light.Material[side]; - SCALE_3V( light->_MatDiffuse[side], light->Diffuse, mat->Diffuse ); - SCALE_3V( light->_MatAmbient[side], light->Ambient, mat->Ambient ); - SCALE_3V( light->_MatSpecular[side], light->Specular, - mat->Specular); - } - } + if (ctx->Light.Model.TwoSide) + _mesa_update_material( ctx, + MAT_BIT_FRONT_EMISSION | + MAT_BIT_FRONT_AMBIENT | + MAT_BIT_FRONT_DIFFUSE | + MAT_BIT_FRONT_SPECULAR | + MAT_BIT_BACK_EMISSION | + MAT_BIT_BACK_AMBIENT | + MAT_BIT_BACK_DIFFUSE | + MAT_BIT_BACK_SPECULAR); + else + _mesa_update_material( ctx, + MAT_BIT_FRONT_EMISSION | + MAT_BIT_FRONT_AMBIENT | + MAT_BIT_FRONT_DIFFUSE | + MAT_BIT_FRONT_SPECULAR); } else { static const GLfloat ci[3] = { .30F, .59F, .11F }; @@ -1431,14 +1258,19 @@ init_lightmodel( struct gl_lightmodel *lm ) static void init_material( struct gl_material *m ) { - ASSIGN_4V( m->Ambient, 0.2F, 0.2F, 0.2F, 1.0F ); - ASSIGN_4V( m->Diffuse, 0.8F, 0.8F, 0.8F, 1.0F ); - ASSIGN_4V( m->Specular, 0.0F, 0.0F, 0.0F, 1.0F ); - ASSIGN_4V( m->Emission, 0.0F, 0.0F, 0.0F, 1.0F ); - m->Shininess = 0.0; - m->AmbientIndex = 0; - m->DiffuseIndex = 1; - m->SpecularIndex = 1; + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); + ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); + + 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 ); init_lightmodel( &ctx->Light.Model ); - init_material( &ctx->Light.Material[0] ); - init_material( &ctx->Light.Material[1] ); + init_material( &ctx->Light.Material ); ctx->Light.ShadeModel = GL_SMOOTH; ctx->Light.Enabled = GL_FALSE; ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; -- cgit v1.2.3