1/*
2 * Copyright (C) 2009-2010 Francisco Jerez.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 */
26
27#include "nouveau_driver.h"
28#include "nouveau_context.h"
29#include "nouveau_gldefs.h"
30#include "nouveau_util.h"
31#include "nv20_3d.xml.h"
32#include "nv10_driver.h"
33#include "nv20_driver.h"
34
35#define LIGHT_MODEL_AMBIENT_R(side)			\
36	((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R :	\
37	 NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R)
38#define LIGHT_AMBIENT_R(side, i)			\
39	((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) :	\
40	 NV20_3D_LIGHT_FRONT_AMBIENT_R(i))
41#define LIGHT_DIFFUSE_R(side, i)			\
42	((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) :	\
43	 NV20_3D_LIGHT_FRONT_DIFFUSE_R(i))
44#define LIGHT_SPECULAR_R(side, i)			\
45	((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) :	\
46	 NV20_3D_LIGHT_FRONT_SPECULAR_R(i))
47#define MATERIAL_FACTOR_R(side)				\
48	((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R :	\
49	 NV20_3D_MATERIAL_FACTOR_FRONT_R)
50#define MATERIAL_FACTOR_A(side)				\
51	((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A :	\
52	 NV20_3D_MATERIAL_FACTOR_FRONT_A)
53#define MATERIAL_SHININESS(side)			\
54	((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) :	\
55	 NV20_3D_FRONT_MATERIAL_SHININESS(0))
56
57void
58nv20_emit_clip_plane(struct gl_context *ctx, int emit)
59{
60}
61
62static inline unsigned
63get_material_bitmask(unsigned m)
64{
65	unsigned ret = 0;
66
67	if (m & MAT_BIT_FRONT_EMISSION)
68		ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1;
69	if (m & MAT_BIT_FRONT_AMBIENT)
70		ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1;
71	if (m & MAT_BIT_FRONT_DIFFUSE)
72		ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1;
73	if (m & MAT_BIT_FRONT_SPECULAR)
74		ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1;
75
76	if (m & MAT_BIT_BACK_EMISSION)
77		ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1;
78	if (m & MAT_BIT_BACK_AMBIENT)
79		ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1;
80	if (m & MAT_BIT_BACK_DIFFUSE)
81		ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1;
82	if (m & MAT_BIT_BACK_SPECULAR)
83		ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1;
84
85	return ret;
86}
87
88void
89nv20_emit_color_material(struct gl_context *ctx, int emit)
90{
91	struct nouveau_pushbuf *push = context_push(ctx);
92	unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
93
94	BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1);
95	PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
96}
97
98static unsigned
99get_fog_mode_signed(unsigned mode)
100{
101	switch (mode) {
102	case GL_LINEAR:
103		return NV20_3D_FOG_MODE_LINEAR_SIGNED;
104	case GL_EXP:
105		return NV20_3D_FOG_MODE_EXP_SIGNED;
106	case GL_EXP2:
107		return NV20_3D_FOG_MODE_EXP2_SIGNED;
108	default:
109		assert(0);
110	}
111}
112
113static unsigned
114get_fog_mode_unsigned(unsigned mode)
115{
116	switch (mode) {
117	case GL_LINEAR:
118		return NV20_3D_FOG_MODE_LINEAR_UNSIGNED;
119	case GL_EXP:
120		return NV20_3D_FOG_MODE_EXP_UNSIGNED;
121	case GL_EXP2:
122		return NV20_3D_FOG_MODE_EXP2_UNSIGNED;
123	default:
124		assert(0);
125	}
126}
127
128static unsigned
129get_fog_source(unsigned source, unsigned distance_mode)
130{
131	switch (source) {
132	case GL_FOG_COORDINATE_EXT:
133		return NV20_3D_FOG_COORD_FOG;
134	case GL_FRAGMENT_DEPTH_EXT:
135		switch (distance_mode) {
136		case GL_EYE_PLANE_ABSOLUTE_NV:
137			return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
138		case GL_EYE_PLANE:
139			return NV20_3D_FOG_COORD_DIST_ORTHOGONAL;
140		case GL_EYE_RADIAL_NV:
141			return NV20_3D_FOG_COORD_DIST_RADIAL;
142		default:
143			assert(0);
144		}
145	default:
146		assert(0);
147	}
148}
149
150void
151nv20_emit_fog(struct gl_context *ctx, int emit)
152{
153	struct nouveau_context *nctx = to_nouveau_context(ctx);
154	struct nouveau_pushbuf *push = context_push(ctx);
155	struct gl_fog_attrib *f = &ctx->Fog;
156	unsigned source = nctx->fallback == HWTNL ?
157		f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
158	float k[3];
159
160	nv10_get_fog_coeff(ctx, k);
161
162	BEGIN_NV04(push, NV20_3D(FOG_MODE), 4);
163	PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT &&
164			 f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ?
165			get_fog_mode_unsigned(f->Mode) :
166			get_fog_mode_signed(f->Mode)));
167	PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
168	PUSH_DATAb(push, f->Enabled);
169	PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
170
171	BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3);
172	PUSH_DATAp(push, k, 3);
173}
174
175void
176nv20_emit_light_model(struct gl_context *ctx, int emit)
177{
178	struct nouveau_pushbuf *push = context_push(ctx);
179	struct gl_lightmodel *m = &ctx->Light.Model;
180
181	BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1);
182	PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
183
184	BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1);
185	PUSH_DATA (push, ((m->LocalViewer ?
186			 NV20_3D_LIGHT_MODEL_VIEWER_LOCAL :
187			 NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) |
188			(_mesa_need_secondary_color(ctx) ?
189			 NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR :
190			 0)));
191
192	BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1);
193	PUSH_DATAb(push, ctx->Light.Model.TwoSide);
194}
195
196void
197nv20_emit_light_source(struct gl_context *ctx, int emit)
198{
199	const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
200	struct nouveau_pushbuf *push = context_push(ctx);
201	struct gl_light *l = &ctx->Light.Light[i];
202
203	if (l->_Flags & LIGHT_POSITIONAL) {
204		BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3);
205		PUSH_DATAp(push, l->_Position, 3);
206
207		BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
208		PUSH_DATAf(push, l->ConstantAttenuation);
209		PUSH_DATAf(push, l->LinearAttenuation);
210		PUSH_DATAf(push, l->QuadraticAttenuation);
211
212	} else {
213		BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3);
214		PUSH_DATAp(push, l->_VP_inf_norm, 3);
215
216		BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3);
217		PUSH_DATAp(push, l->_h_inf_norm, 3);
218	}
219
220	if (l->_Flags & LIGHT_SPOT) {
221		float k[7];
222
223		nv10_get_spot_coeff(l, k);
224
225		BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
226		PUSH_DATAp(push, k, 7);
227	}
228}
229
230#define USE_COLOR_MATERIAL(attr, side)					\
231	(ctx->Light.ColorMaterialEnabled &&				\
232	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
233
234void
235nv20_emit_material_ambient(struct gl_context *ctx, int emit)
236{
237	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
238	struct nouveau_pushbuf *push = context_push(ctx);
239	float (*mat)[4] = ctx->Light.Material.Attrib;
240	float c_scene[3], c_factor[3];
241	struct gl_light *l;
242
243	if (USE_COLOR_MATERIAL(AMBIENT, side)) {
244		COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
245		COPY_3V(c_factor, ctx->Light.Model.Ambient);
246
247	} else if (USE_COLOR_MATERIAL(EMISSION, side)) {
248		SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)],
249			 ctx->Light.Model.Ambient);
250		ASSIGN_3V(c_factor, 1, 1, 1);
251
252	} else {
253		COPY_3V(c_scene, ctx->Light._BaseColor[side]);
254		ZERO_3V(c_factor);
255	}
256
257	BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3);
258	PUSH_DATAp(push, c_scene, 3);
259
260	if (ctx->Light.ColorMaterialEnabled) {
261		BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3);
262		PUSH_DATAp(push, c_factor, 3);
263	}
264
265	foreach(l, &ctx->Light.EnabledList) {
266		const int i = l - ctx->Light.Light;
267		float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
268				  l->Ambient :
269				  l->_MatAmbient[side]);
270
271		BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3);
272		PUSH_DATAp(push, c_light, 3);
273	}
274}
275
276void
277nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
278{
279	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
280	struct nouveau_pushbuf *push = context_push(ctx);
281	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
282	struct gl_light *l;
283
284	BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
285	PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
286
287	foreach(l, &ctx->Light.EnabledList) {
288		const int i = l - ctx->Light.Light;
289		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
290				  l->Diffuse :
291				  l->_MatDiffuse[side]);
292
293		BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3);
294		PUSH_DATAp(push, c_light, 3);
295	}
296}
297
298void
299nv20_emit_material_specular(struct gl_context *ctx, int emit)
300{
301	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
302	struct nouveau_pushbuf *push = context_push(ctx);
303	struct gl_light *l;
304
305	foreach(l, &ctx->Light.EnabledList) {
306		const int i = l - ctx->Light.Light;
307		float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
308				  l->Specular :
309				  l->_MatSpecular[side]);
310
311		BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3);
312		PUSH_DATAp(push, c_light, 3);
313	}
314}
315
316void
317nv20_emit_material_shininess(struct gl_context *ctx, int emit)
318{
319	const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
320	struct nouveau_pushbuf *push = context_push(ctx);
321	float (*mat)[4] = ctx->Light.Material.Attrib;
322	float k[6];
323
324	nv10_get_shininess_coeff(
325		CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
326		k);
327
328	BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6);
329	PUSH_DATAp(push, k, 6);
330}
331
332void
333nv20_emit_modelview(struct gl_context *ctx, int emit)
334{
335	struct nouveau_context *nctx = to_nouveau_context(ctx);
336	struct nouveau_pushbuf *push = context_push(ctx);
337	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
338
339	if (nctx->fallback != HWTNL)
340		return;
341
342	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
343	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
344		BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16);
345		PUSH_DATAm(push, m->m);
346	}
347
348	if (ctx->Light.Enabled ||
349	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
350		int i, j;
351
352		BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
353		for (i = 0; i < 3; i++)
354			for (j = 0; j < 4; j++)
355				PUSH_DATAf(push, m->inv[4*i + j]);
356	}
357}
358
359void
360nv20_emit_projection(struct gl_context *ctx, int emit)
361{
362	struct nouveau_context *nctx = to_nouveau_context(ctx);
363	struct nouveau_pushbuf *push = context_push(ctx);
364	GLmatrix m;
365
366	_math_matrix_ctr(&m);
367	get_viewport_scale(ctx, m.m);
368
369	if (nctx->fallback == HWTNL)
370		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
371
372	BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16);
373	PUSH_DATAm(push, m.m);
374
375	_math_matrix_dtr(&m);
376}
377