/* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Gareth Hughes * Keith Whitwell */ /* Template for immediate mode normal functions. Optimize for infinite * lights when doing software lighting. */ static void TAG(Normal3f_single)( GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_VERTEX; const struct gl_light *light = ctx->Light.EnabledList.prev; GLfloat n_dot_h, n_dot_VP, spec, sum[3]; GLfloat *normal = ctx->Current.Normal; GLfloat scale = 1.0; ASSIGN_3V( normal, x, y, z ); COPY_3V( sum, BASE_COLOR ); if ( IND & NORM_RESCALE ) { scale = ctx->_ModelViewInvScale; } else if ( IND & NORM_NORMALIZE ) { scale = LEN_3FV( normal ); if ( scale != 0.0 ) scale = 1.0 / scale; } n_dot_VP = DOT3( normal, light->_VP_inf_norm ) * scale; if ( n_dot_VP > 0.0F ) { ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] ); n_dot_h = DOT3( normal, light->_h_inf_norm ) * scale; if ( n_dot_h > 0.0F ) { GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] ); } } #ifdef LIT_COLOR_IS_FLOAT LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f); LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f); LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f); #else UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] ); #endif LIT_COLOR( ACOMP ) = LIT_ALPHA; } static void TAG(Normal3fv_single)( const GLfloat *normal ) { GET_CURRENT_VERTEX; const struct gl_light *light = ctx->Light.EnabledList.prev; GLfloat n_dot_h, n_dot_VP, spec, sum[3]; GLfloat scale = 1.0; COPY_3V( ctx->Current.Normal, normal ); COPY_3V( sum, BASE_COLOR ); if ( IND & NORM_RESCALE ) { scale = ctx->_ModelViewInvScale; } else if ( IND & NORM_NORMALIZE ) { scale = LEN_3FV( normal ); if ( scale != 0.0 ) scale = 1.0 / scale; } n_dot_VP = DOT3( normal, light->_VP_inf_norm ) * scale; if ( n_dot_VP > 0.0F ) { ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] ); n_dot_h = DOT3( normal, light->_h_inf_norm ) * scale; if ( n_dot_h > 0.0F ) { GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] ); } } #ifdef LIT_COLOR_IS_FLOAT LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f); LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f); LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f); #else UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] ); #endif LIT_COLOR( ACOMP ) = LIT_ALPHA; } static void TAG(Normal3f_multi)( GLfloat x, GLfloat y, GLfloat z ) { GET_CURRENT_VERTEX; struct gl_light *light; GLfloat n_dot_h, n_dot_VP, spec, sum[3], tmp[3]; GLfloat *normal; ASSIGN_3V( ctx->Current.Normal, x, y, z ); COPY_3V( sum, BASE_COLOR ); if ( IND & NORM_RESCALE ) { normal = tmp; ASSIGN_3V( normal, x, y, z ); SELF_SCALE_SCALAR_3V( normal, ctx->_ModelViewInvScale ); } else if ( IND & NORM_NORMALIZE ) { normal = tmp; ASSIGN_3V( normal, x, y, z ); NORMALIZE_3FV( normal ); } else { normal = ctx->Current.Normal; } foreach ( light, &ctx->Light.EnabledList ) { n_dot_VP = DOT3( normal, light->_VP_inf_norm ); if ( n_dot_VP > 0.0F ) { ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] ); n_dot_h = DOT3( normal, light->_h_inf_norm ); if ( n_dot_h > 0.0F ) { GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] ); } } } #ifdef LIT_COLOR_IS_FLOAT LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f); LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f); LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f); #else UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] ); #endif LIT_COLOR( ACOMP ) = LIT_ALPHA; } static void TAG(Normal3fv_multi)( const GLfloat *n ) { GET_CURRENT_VERTEX; struct gl_light *light; GLfloat n_dot_h, n_dot_VP, spec, sum[3], tmp[3]; GLfloat *normal; COPY_3V( ctx->Current.Normal, n ); COPY_3V( sum, BASE_COLOR ); if ( IND & NORM_RESCALE ) { normal = tmp; COPY_3V( normal, n ); SELF_SCALE_SCALAR_3V( normal, ctx->_ModelViewInvScale ); } else if ( IND & NORM_NORMALIZE ) { normal = tmp; COPY_3V( normal, n ); NORMALIZE_3FV( normal ); } else { normal = ctx->Current.Normal; } foreach ( light, &ctx->Light.EnabledList ) { n_dot_VP = DOT3( normal, light->_VP_inf_norm ); if ( n_dot_VP > 0.0F ) { ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] ); n_dot_h = DOT3( normal, light->_h_inf_norm ); if ( n_dot_h > 0.0F ) { GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] ); } } } #ifdef LIT_COLOR_IS_FLOAT LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f); LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f); LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f); #else UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] ); UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] ); #endif LIT_COLOR( ACOMP ) = LIT_ALPHA; } static void TAG(init_norm)( void ) { norm_tab[IND].normal3f_single = TAG(Normal3f_single); norm_tab[IND].normal3fv_single = TAG(Normal3fv_single); norm_tab[IND].normal3f_multi = TAG(Normal3f_multi); norm_tab[IND].normal3fv_multi = TAG(Normal3fv_multi); } #ifndef PRESERVE_NORMAL_DEFS #undef GET_CURRENT #undef GET_CURRENT_VERTEX #undef LIT_COLOR #undef LIT_COLOR_IS_FLOAT #endif #undef PRESERVE_NORMAL_DEFS #undef IND #undef TAG