t_vb_lighttmp.h revision 4c8fadc6d996c8c433826c4c763104b7d69cf7e5
1/* $Id: t_vb_lighttmp.h,v 1.24 2002/01/22 14:35:17 brianp Exp $ */ 2 3/* 4 * Mesa 3-D graphics library 5 * Version: 4.1 6 * 7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. 8 * 9 * Permission is hereby granted, free of charge, to any person obtaining a 10 * copy of this software and associated documentation files (the "Software"), 11 * to deal in the Software without restriction, including without limitation 12 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 13 * and/or sell copies of the Software, and to permit persons to whom the 14 * Software is furnished to do so, subject to the following conditions: 15 * 16 * The above copyright notice and this permission notice shall be included 17 * in all copies or substantial portions of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 * 27 * Authors: 28 * Brian Paul <brianp@valinux.com> 29 * Keith Whitwell <keithw@valinux.com> 30 */ 31 32 33#if (IDX & LIGHT_FLAGS) 34# define VSTRIDE (4 * sizeof(GLfloat)) 35# define NSTRIDE nstride /*(3 * sizeof(GLfloat))*/ 36# define CHECK_MATERIAL(x) (flags[x] & VERT_BIT_MATERIAL) 37# define CHECK_END_VB(x) (flags[x] & VERT_BIT_END_VB) 38# if (IDX & LIGHT_COLORMATERIAL) 39# define CMSTRIDE STRIDE_F(CMcolor, CMstride) 40# define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_BIT_COLOR0) 41# define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_COLOR0|VERT_BIT_MATERIAL)) 42# define DO_ANOTHER_NORMAL(x) \ 43 ((flags[x] & (VERT_BIT_COLOR0|VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL) 44# define REUSE_LIGHT_RESULTS(x) \ 45 ((flags[x] & (VERT_BIT_COLOR0|VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0) 46# else 47# define CMSTRIDE (void)0 48# define CHECK_COLOR_MATERIAL(x) 0 49# define CHECK_VALIDATE(x) (flags[x] & (VERT_BIT_MATERIAL)) 50# define DO_ANOTHER_NORMAL(x) \ 51 ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == VERT_BIT_NORMAL) 52# define REUSE_LIGHT_RESULTS(x) \ 53 ((flags[x] & (VERT_BIT_NORMAL|VERT_BIT_END_VB|VERT_BIT_MATERIAL)) == 0) 54# endif 55#else 56# define VSTRIDE vstride 57# define NSTRIDE nstride 58# define CHECK_MATERIAL(x) 0 /* no materials on array paths */ 59# define CHECK_END_VB(XX) (XX >= nr) 60# if (IDX & LIGHT_COLORMATERIAL) 61# define CMSTRIDE STRIDE_F(CMcolor, CMstride) 62# define CHECK_COLOR_MATERIAL(x) (x < nr) /* always have colormaterial */ 63# define CHECK_VALIDATE(x) (x < nr) 64# define DO_ANOTHER_NORMAL(x) 0 /* always stop to recalc colormat */ 65# else 66# define CMSTRIDE (void)0 67# define CHECK_COLOR_MATERIAL(x) 0 /* no colormaterial */ 68# define CHECK_VALIDATE(x) (0) 69# define DO_ANOTHER_NORMAL(XX) (XX < nr) /* keep going to end of vb */ 70# endif 71# define REUSE_LIGHT_RESULTS(x) 0 /* always have a new normal */ 72#endif 73 74 75 76#if (IDX & LIGHT_TWOSIDE) 77# define NR_SIDES 2 78#else 79# define NR_SIDES 1 80#endif 81 82 83/* define TRACE if to trace lighting code */ 84 85 86/* 87 * ctx is the current context 88 * VB is the vertex buffer 89 * stage is the lighting stage-private data 90 * input is the vector of eye or object-space vertex coordinates 91 */ 92static void TAG(light_rgba_spec)( GLcontext *ctx, 93 struct vertex_buffer *VB, 94 struct gl_pipeline_stage *stage, 95 GLvector4f *input ) 96{ 97 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 98 GLfloat (*base)[3] = ctx->Light._BaseColor; 99 GLchan sumA[2]; 100 GLuint j; 101 102 const GLuint vstride = input->stride; 103 const GLfloat *vertex = (GLfloat *)input->data; 104 const GLuint nstride = VB->NormalPtr->stride; 105 const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; 106 107 GLfloat *CMcolor; 108 GLuint CMstride; 109 110 GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; 111 GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; 112 GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].Ptr; 113 GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].Ptr; 114 115 const GLuint nr = VB->Count; 116 const GLuint *flags = VB->Flag; 117 struct gl_material (*new_material)[2] = VB->Material; 118 const GLuint *new_material_mask = VB->MaterialMask; 119 120 (void) flags; 121 (void) nstride; 122 (void) vstride; 123 124#ifdef TRACE 125 fprintf(stderr, "%s\n", __FUNCTION__ ); 126#endif 127 128 if (IDX & LIGHT_COLORMATERIAL) { 129 if (VB->ColorPtr[0]->Type != GL_FLOAT || 130 VB->ColorPtr[0]->Size != 4) 131 import_color_material( ctx, stage ); 132 133 CMcolor = (GLfloat *) VB->ColorPtr[0]->Ptr; 134 CMstride = VB->ColorPtr[0]->StrideB; 135 } 136 137 VB->ColorPtr[0] = &store->LitColor[0]; 138 VB->SecondaryColorPtr[0] = &store->LitSecondary[0]; 139 UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); 140 141 if (IDX & LIGHT_TWOSIDE) { 142 VB->ColorPtr[1] = &store->LitColor[1]; 143 VB->SecondaryColorPtr[1] = &store->LitSecondary[1]; 144 UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); 145 } 146 147 /* Side-effects done, can we finish now? 148 */ 149 if (stage->changed_inputs == 0) 150 return; 151 152 for ( j=0 ; 153 j<nr ; 154 j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE) 155 { 156 GLfloat sum[2][3], spec[2][3]; 157 struct gl_light *light; 158 159 if ( CHECK_COLOR_MATERIAL(j) ) 160 _mesa_update_color_material( ctx, CMcolor ); 161 162 if ( CHECK_MATERIAL(j) ) 163 _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); 164 165 if ( CHECK_VALIDATE(j) ) { 166 _mesa_validate_all_lighting_tables( ctx ); 167 UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); 168 if (IDX & LIGHT_TWOSIDE) 169 UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); 170 } 171 172 COPY_3V(sum[0], base[0]); 173 ZERO_3V(spec[0]); 174 175 if (IDX & LIGHT_TWOSIDE) { 176 COPY_3V(sum[1], base[1]); 177 ZERO_3V(spec[1]); 178 } 179 180 /* Add contribution from each enabled light source */ 181 foreach (light, &ctx->Light.EnabledList) { 182 GLfloat n_dot_h; 183 GLfloat correction; 184 GLint side; 185 GLfloat contrib[3]; 186 GLfloat attenuation; 187 GLfloat VP[3]; /* unit vector from vertex to light */ 188 GLfloat n_dot_VP; /* n dot VP */ 189 GLfloat *h; 190 191 /* compute VP and attenuation */ 192 if (!(light->_Flags & LIGHT_POSITIONAL)) { 193 /* directional light */ 194 COPY_3V(VP, light->_VP_inf_norm); 195 attenuation = light->_VP_inf_spot_attenuation; 196 } 197 else { 198 GLfloat d; /* distance from vertex to light */ 199 200 SUB_3V(VP, light->_Position, vertex); 201 202 d = (GLfloat) LEN_3FV( VP ); 203 204 if (d > 1e-6) { 205 GLfloat invd = 1.0F / d; 206 SELF_SCALE_SCALAR_3V(VP, invd); 207 } 208 209 attenuation = 1.0F / (light->ConstantAttenuation + d * 210 (light->LinearAttenuation + d * 211 light->QuadraticAttenuation)); 212 213 /* spotlight attenuation */ 214 if (light->_Flags & LIGHT_SPOT) { 215 GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); 216 217 if (PV_dot_dir<light->_CosCutoff) { 218 continue; /* this light makes no contribution */ 219 } 220 else { 221 GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1); 222 GLint k = (GLint) x; 223 GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] 224 + (x-k)*light->_SpotExpTable[k][1]); 225 attenuation *= spot; 226 } 227 } 228 } 229 230 if (attenuation < 1e-3) 231 continue; /* this light makes no contribution */ 232 233 /* Compute dot product or normal and vector from V to light pos */ 234 n_dot_VP = DOT3( normal, VP ); 235 236 /* Which side gets the diffuse & specular terms? */ 237 if (n_dot_VP < 0.0F) { 238 ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); 239 if (!(IDX & LIGHT_TWOSIDE)) { 240 continue; 241 } 242 side = 1; 243 correction = -1; 244 n_dot_VP = -n_dot_VP; 245 } 246 else { 247 if (IDX & LIGHT_TWOSIDE) { 248 ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); 249 } 250 side = 0; 251 correction = 1; 252 } 253 254 /* diffuse term */ 255 COPY_3V(contrib, light->_MatAmbient[side]); 256 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); 257 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib ); 258 259 /* specular term - cannibalize VP... */ 260 if (ctx->Light.Model.LocalViewer) { 261 GLfloat v[3]; 262 COPY_3V(v, vertex); 263 NORMALIZE_3FV(v); 264 SUB_3V(VP, VP, v); /* h = VP + VPe */ 265 h = VP; 266 NORMALIZE_3FV(h); 267 } 268 else if (light->_Flags & LIGHT_POSITIONAL) { 269 h = VP; 270 ACC_3V(h, ctx->_EyeZDir); 271 NORMALIZE_3FV(h); 272 } 273 else { 274 h = light->_h_inf_norm; 275 } 276 277 n_dot_h = correction * DOT3(normal, h); 278 279 if (n_dot_h > 0.0F) { 280 GLfloat spec_coef; 281 struct gl_shine_tab *tab = ctx->_ShineTable[side]; 282 GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef ); 283 284 if (spec_coef > 1.0e-10) { 285 spec_coef *= attenuation; 286 ACC_SCALE_SCALAR_3V( spec[side], spec_coef, 287 light->_MatSpecular[side]); 288 } 289 } 290 } /*loop over lights*/ 291 292 UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] ); 293 UNCLAMPED_FLOAT_TO_RGB_CHAN( Fspec[j], spec[0] ); 294 Fcolor[j][3] = sumA[0]; 295 296 if (IDX & LIGHT_TWOSIDE) { 297 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] ); 298 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bspec[j], spec[1] ); 299 Bcolor[j][3] = sumA[1]; 300 } 301 } 302} 303 304 305static void TAG(light_rgba)( GLcontext *ctx, 306 struct vertex_buffer *VB, 307 struct gl_pipeline_stage *stage, 308 GLvector4f *input ) 309{ 310 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 311 GLuint j; 312 313 GLfloat (*base)[3] = ctx->Light._BaseColor; 314 GLchan sumA[2]; 315 316 const GLuint vstride = input->stride; 317 const GLfloat *vertex = (GLfloat *) input->data; 318 const GLuint nstride = VB->NormalPtr->stride; 319 const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; 320 321 GLfloat *CMcolor; 322 GLuint CMstride; 323 324 GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; 325 GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; 326 GLchan (*color[2])[4]; 327 const GLuint *flags = VB->Flag; 328 329 struct gl_material (*new_material)[2] = VB->Material; 330 const GLuint *new_material_mask = VB->MaterialMask; 331 const GLuint nr = VB->Count; 332 333#ifdef TRACE 334 fprintf(stderr, "%s\n", __FUNCTION__ ); 335#endif 336 337 (void) flags; 338 (void) nstride; 339 (void) vstride; 340 341 color[0] = Fcolor; 342 color[1] = Bcolor; 343 344 if (IDX & LIGHT_COLORMATERIAL) { 345 if (VB->ColorPtr[0]->Type != GL_FLOAT || 346 VB->ColorPtr[0]->Size != 4) 347 import_color_material( ctx, stage ); 348 349 CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; 350 CMstride = VB->ColorPtr[0]->StrideB; 351 } 352 353 VB->ColorPtr[0] = &store->LitColor[0]; 354 UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); 355 356 if (IDX & LIGHT_TWOSIDE) { 357 VB->ColorPtr[1] = &store->LitColor[1]; 358 UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); 359 } 360 361 if (stage->changed_inputs == 0) 362 return; 363 364 for ( j=0 ; 365 j<nr ; 366 j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE) 367 { 368 GLfloat sum[2][3]; 369 struct gl_light *light; 370 371 if ( CHECK_COLOR_MATERIAL(j) ) 372 _mesa_update_color_material( ctx, CMcolor ); 373 374 if ( CHECK_MATERIAL(j) ) 375 _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); 376 377 if ( CHECK_VALIDATE(j) ) { 378 _mesa_validate_all_lighting_tables( ctx ); 379 UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); 380 if (IDX & LIGHT_TWOSIDE) 381 UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); 382 } 383 384 COPY_3V(sum[0], base[0]); 385 386 if ( IDX & LIGHT_TWOSIDE ) 387 COPY_3V(sum[1], base[1]); 388 389 /* Add contribution from each enabled light source */ 390 foreach (light, &ctx->Light.EnabledList) { 391 392 GLfloat n_dot_h; 393 GLfloat correction; 394 GLint side; 395 GLfloat contrib[3]; 396 GLfloat attenuation = 1.0; 397 GLfloat VP[3]; /* unit vector from vertex to light */ 398 GLfloat n_dot_VP; /* n dot VP */ 399 GLfloat *h; 400 401 /* compute VP and attenuation */ 402 if (!(light->_Flags & LIGHT_POSITIONAL)) { 403 /* directional light */ 404 COPY_3V(VP, light->_VP_inf_norm); 405 attenuation = light->_VP_inf_spot_attenuation; 406 } 407 else { 408 GLfloat d; /* distance from vertex to light */ 409 410 411 SUB_3V(VP, light->_Position, vertex); 412 413 d = (GLfloat) LEN_3FV( VP ); 414 415 if ( d > 1e-6) { 416 GLfloat invd = 1.0F / d; 417 SELF_SCALE_SCALAR_3V(VP, invd); 418 } 419 420 attenuation = 1.0F / (light->ConstantAttenuation + d * 421 (light->LinearAttenuation + d * 422 light->QuadraticAttenuation)); 423 424 /* spotlight attenuation */ 425 if (light->_Flags & LIGHT_SPOT) { 426 GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); 427 428 if (PV_dot_dir<light->_CosCutoff) { 429 continue; /* this light makes no contribution */ 430 } 431 else { 432 GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1); 433 GLint k = (GLint) x; 434 GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] 435 + (x-k)*light->_SpotExpTable[k][1]); 436 attenuation *= spot; 437 } 438 } 439 } 440 441 if (attenuation < 1e-3) 442 continue; /* this light makes no contribution */ 443 444 /* Compute dot product or normal and vector from V to light pos */ 445 n_dot_VP = DOT3( normal, VP ); 446 447 /* which side are we lighting? */ 448 if (n_dot_VP < 0.0F) { 449 ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); 450 451 if (!(IDX & LIGHT_TWOSIDE)) 452 continue; 453 454 side = 1; 455 correction = -1; 456 n_dot_VP = -n_dot_VP; 457 } 458 else { 459 if (IDX & LIGHT_TWOSIDE) { 460 ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); 461 } 462 side = 0; 463 correction = 1; 464 } 465 466 COPY_3V(contrib, light->_MatAmbient[side]); 467 468 /* diffuse term */ 469 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); 470 471 /* specular term - cannibalize VP... */ 472 { 473 if (ctx->Light.Model.LocalViewer) { 474 GLfloat v[3]; 475 COPY_3V(v, vertex); 476 NORMALIZE_3FV(v); 477 SUB_3V(VP, VP, v); /* h = VP + VPe */ 478 h = VP; 479 NORMALIZE_3FV(h); 480 } 481 else if (light->_Flags & LIGHT_POSITIONAL) { 482 h = VP; 483 ACC_3V(h, ctx->_EyeZDir); 484 NORMALIZE_3FV(h); 485 } 486 else { 487 h = light->_h_inf_norm; 488 } 489 490 n_dot_h = correction * DOT3(normal, h); 491 492 if (n_dot_h > 0.0F) 493 { 494 GLfloat spec_coef; 495 struct gl_shine_tab *tab = ctx->_ShineTable[side]; 496 497 GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef ); 498 499 ACC_SCALE_SCALAR_3V( contrib, spec_coef, 500 light->_MatSpecular[side]); 501 } 502 } 503 504 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib ); 505 } 506 507 UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] ); 508 Fcolor[j][3] = sumA[0]; 509 510 if (IDX & LIGHT_TWOSIDE) { 511 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] ); 512 Bcolor[j][3] = sumA[1]; 513 } 514 } 515} 516 517 518 519 520/* As below, but with just a single light. 521 */ 522static void TAG(light_fast_rgba_single)( GLcontext *ctx, 523 struct vertex_buffer *VB, 524 struct gl_pipeline_stage *stage, 525 GLvector4f *input ) 526 527{ 528 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 529 const GLuint nstride = VB->NormalPtr->stride; 530 const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; 531 GLfloat *CMcolor; 532 GLuint CMstride; 533 GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; 534 GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; 535 const struct gl_light *light = ctx->Light.EnabledList.next; 536 const GLuint *flags = VB->Flag; 537 GLchan basechan[2][4]; 538 GLuint j = 0; 539 struct gl_material (*new_material)[2] = VB->Material; 540 const GLuint *new_material_mask = VB->MaterialMask; 541 GLfloat base[2][3]; 542 const GLuint nr = VB->Count; 543 544#ifdef TRACE 545 fprintf(stderr, "%s\n", __FUNCTION__ ); 546#endif 547 548 (void) input; /* doesn't refer to Eye or Obj */ 549 (void) flags; 550 (void) nr; 551 (void) nstride; 552 553 if (IDX & LIGHT_COLORMATERIAL) { 554 if (VB->ColorPtr[0]->Type != GL_FLOAT || 555 VB->ColorPtr[0]->Size != 4) 556 import_color_material( ctx, stage ); 557 558 CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; 559 CMstride = VB->ColorPtr[0]->StrideB; 560 } 561 562 VB->ColorPtr[0] = &store->LitColor[0]; 563 if (IDX & LIGHT_TWOSIDE) 564 VB->ColorPtr[1] = &store->LitColor[1]; 565 566 if (stage->changed_inputs == 0) 567 return; 568 569 do { 570 571 if ( CHECK_COLOR_MATERIAL(j) ) { 572 _mesa_update_color_material( ctx, CMcolor ); 573 } 574 575 if ( CHECK_MATERIAL(j) ) 576 _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); 577 578 if ( CHECK_VALIDATE(j) ) 579 _mesa_validate_all_lighting_tables( ctx ); 580 581 582 /* No attenuation, so incoporate _MatAmbient into base color. 583 */ 584 COPY_3V(base[0], light->_MatAmbient[0]); 585 ACC_3V(base[0], ctx->Light._BaseColor[0] ); 586 UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[0], base[0] ); 587 UNCLAMPED_FLOAT_TO_CHAN(basechan[0][3], 588 ctx->Light.Material[0].Diffuse[3]); 589 590 if (IDX & LIGHT_TWOSIDE) { 591 COPY_3V(base[1], light->_MatAmbient[1]); 592 ACC_3V(base[1], ctx->Light._BaseColor[1]); 593 UNCLAMPED_FLOAT_TO_RGB_CHAN( basechan[1], base[1]); 594 UNCLAMPED_FLOAT_TO_CHAN(basechan[1][3], 595 ctx->Light.Material[1].Diffuse[3]); 596 } 597 598 do { 599 GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm); 600 601 if (n_dot_VP < 0.0F) { 602 if (IDX & LIGHT_TWOSIDE) { 603 GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm); 604 GLfloat sum[3]; 605 COPY_3V(sum, base[1]); 606 ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]); 607 if (n_dot_h > 0.0F) { 608 GLfloat spec; 609 GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec ); 610 ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]); 611 } 612 UNCLAMPED_FLOAT_TO_RGB_CHAN(Bcolor[j], sum ); 613 Bcolor[j][3] = basechan[1][3]; 614 } 615 COPY_CHAN4(Fcolor[j], basechan[0]); 616 } 617 else { 618 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm); 619 GLfloat sum[3]; 620 COPY_3V(sum, base[0]); 621 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]); 622 if (n_dot_h > 0.0F) { 623 GLfloat spec; 624 GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); 625 ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]); 626 627 } 628 UNCLAMPED_FLOAT_TO_RGB_CHAN(Fcolor[j], sum ); 629 Fcolor[j][3] = basechan[0][3]; 630 if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], basechan[1]); 631 } 632 633 j++; 634 CMSTRIDE; 635 STRIDE_F(normal, NSTRIDE); 636 } while (DO_ANOTHER_NORMAL(j)); 637 638 639 for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal,NSTRIDE)) 640 { 641 COPY_CHAN4(Fcolor[j], Fcolor[j-1]); 642 if (IDX & LIGHT_TWOSIDE) 643 COPY_CHAN4(Bcolor[j], Bcolor[j-1]); 644 } 645 646 } while (!CHECK_END_VB(j)); 647} 648 649 650/* Light infinite lights 651 */ 652static void TAG(light_fast_rgba)( GLcontext *ctx, 653 struct vertex_buffer *VB, 654 struct gl_pipeline_stage *stage, 655 GLvector4f *input ) 656{ 657 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 658 GLchan sumA[2]; 659 const GLuint nstride = VB->NormalPtr->stride; 660 const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; 661 GLfloat *CMcolor; 662 GLuint CMstride; 663 GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].Ptr; 664 GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].Ptr; 665 const GLuint *flags = VB->Flag; 666 GLuint j = 0; 667 struct gl_material (*new_material)[2] = VB->Material; 668 GLuint *new_material_mask = VB->MaterialMask; 669 const GLuint nr = VB->Count; 670 const struct gl_light *light; 671 672#ifdef TRACE 673 fprintf(stderr, "%s\n", __FUNCTION__ ); 674#endif 675 676 (void) flags; 677 (void) input; 678 (void) nr; 679 (void) nstride; 680 681 UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); 682 UNCLAMPED_FLOAT_TO_CHAN(sumA[1], ctx->Light.Material[1].Diffuse[3]); 683 684 if (IDX & LIGHT_COLORMATERIAL) { 685 if (VB->ColorPtr[0]->Type != GL_FLOAT || 686 VB->ColorPtr[0]->Size != 4) 687 import_color_material( ctx, stage ); 688 689 CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; 690 CMstride = VB->ColorPtr[0]->StrideB; 691 } 692 693 VB->ColorPtr[0] = &store->LitColor[0]; 694 if (IDX & LIGHT_TWOSIDE) 695 VB->ColorPtr[1] = &store->LitColor[1]; 696 697 if (stage->changed_inputs == 0) 698 return; 699 700 do { 701 do { 702 GLfloat sum[2][3]; 703 704 if ( CHECK_COLOR_MATERIAL(j) ) 705 _mesa_update_color_material( ctx, CMcolor ); 706 707 if ( CHECK_MATERIAL(j) ) 708 _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); 709 710 if ( CHECK_VALIDATE(j) ) { 711 _mesa_validate_all_lighting_tables( ctx ); 712 UNCLAMPED_FLOAT_TO_CHAN(sumA[0], ctx->Light.Material[0].Diffuse[3]); 713 if (IDX & LIGHT_TWOSIDE) 714 UNCLAMPED_FLOAT_TO_CHAN(sumA[1], 715 ctx->Light.Material[1].Diffuse[3]); 716 } 717 718 719 COPY_3V(sum[0], ctx->Light._BaseColor[0]); 720 if (IDX & LIGHT_TWOSIDE) 721 COPY_3V(sum[1], ctx->Light._BaseColor[1]); 722 723 foreach (light, &ctx->Light.EnabledList) { 724 GLfloat n_dot_h, n_dot_VP, spec; 725 726 ACC_3V(sum[0], light->_MatAmbient[0]); 727 if (IDX & LIGHT_TWOSIDE) 728 ACC_3V(sum[1], light->_MatAmbient[1]); 729 730 n_dot_VP = DOT3(normal, light->_VP_inf_norm); 731 732 if (n_dot_VP > 0.0F) { 733 ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]); 734 n_dot_h = DOT3(normal, light->_h_inf_norm); 735 if (n_dot_h > 0.0F) { 736 struct gl_shine_tab *tab = ctx->_ShineTable[0]; 737 GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); 738 ACC_SCALE_SCALAR_3V( sum[0], spec, 739 light->_MatSpecular[0]); 740 } 741 } 742 else if (IDX & LIGHT_TWOSIDE) { 743 ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]); 744 n_dot_h = -DOT3(normal, light->_h_inf_norm); 745 if (n_dot_h > 0.0F) { 746 struct gl_shine_tab *tab = ctx->_ShineTable[1]; 747 GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); 748 ACC_SCALE_SCALAR_3V( sum[1], spec, 749 light->_MatSpecular[1]); 750 } 751 } 752 } 753 754 UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] ); 755 Fcolor[j][3] = sumA[0]; 756 757 if (IDX & LIGHT_TWOSIDE) { 758 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] ); 759 Bcolor[j][3] = sumA[1]; 760 } 761 762 j++; 763 CMSTRIDE; 764 STRIDE_F(normal, NSTRIDE); 765 } while (DO_ANOTHER_NORMAL(j)); 766 767 /* Reuse the shading results while there is no change to 768 * normal or material values. 769 */ 770 for ( ; REUSE_LIGHT_RESULTS(j) ; j++, CMSTRIDE, STRIDE_F(normal, NSTRIDE)) 771 { 772 COPY_CHAN4(Fcolor[j], Fcolor[j-1]); 773 if (IDX & LIGHT_TWOSIDE) 774 COPY_CHAN4(Bcolor[j], Bcolor[j-1]); 775 } 776 777 } while (!CHECK_END_VB(j)); 778} 779 780 781 782 783 784/* 785 * Use current lighting/material settings to compute the color indexes 786 * for an array of vertices. 787 * Input: n - number of vertices to light 788 * side - 0=use front material, 1=use back material 789 * vertex - array of [n] vertex position in eye coordinates 790 * normal - array of [n] surface normal vector 791 * Output: indexResult - resulting array of [n] color indexes 792 */ 793static void TAG(light_ci)( GLcontext *ctx, 794 struct vertex_buffer *VB, 795 struct gl_pipeline_stage *stage, 796 GLvector4f *input ) 797{ 798 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 799 GLuint j; 800 const GLuint vstride = input->stride; 801 const GLfloat *vertex = (GLfloat *) input->data; 802 const GLuint nstride = VB->NormalPtr->stride; 803 const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; 804 GLfloat *CMcolor; 805 GLuint CMstride; 806 const GLuint *flags = VB->Flag; 807 GLuint *indexResult[2]; 808 struct gl_material (*new_material)[2] = VB->Material; 809 GLuint *new_material_mask = VB->MaterialMask; 810 const GLuint nr = VB->Count; 811 812#ifdef TRACE 813 fprintf(stderr, "%s\n", __FUNCTION__ ); 814#endif 815 816 (void) flags; 817 (void) nstride; 818 (void) vstride; 819 820 VB->IndexPtr[0] = &store->LitIndex[0]; 821 if (IDX & LIGHT_TWOSIDE) 822 VB->IndexPtr[1] = &store->LitIndex[1]; 823 824 if (stage->changed_inputs == 0) 825 return; 826 827 indexResult[0] = VB->IndexPtr[0]->data; 828 if (IDX & LIGHT_TWOSIDE) 829 indexResult[1] = VB->IndexPtr[1]->data; 830 831 if (IDX & LIGHT_COLORMATERIAL) { 832 if (VB->ColorPtr[0]->Type != GL_FLOAT || 833 VB->ColorPtr[0]->Size != 4) 834 import_color_material( ctx, stage ); 835 836 CMcolor = (GLfloat *)VB->ColorPtr[0]->Ptr; 837 CMstride = VB->ColorPtr[0]->StrideB; 838 } 839 840 /* loop over vertices */ 841 for ( j=0 ; 842 j<nr ; 843 j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal, NSTRIDE), CMSTRIDE) 844 { 845 GLfloat diffuse[2], specular[2]; 846 GLuint side = 0; 847 struct gl_light *light; 848 849 if ( CHECK_COLOR_MATERIAL(j) ) 850 _mesa_update_color_material( ctx, CMcolor ); 851 852 if ( CHECK_MATERIAL(j) ) 853 _mesa_update_material( ctx, new_material[j], new_material_mask[j] ); 854 855 if ( CHECK_VALIDATE(j) ) 856 _mesa_validate_all_lighting_tables( ctx ); 857 858 diffuse[0] = specular[0] = 0.0F; 859 860 if ( IDX & LIGHT_TWOSIDE ) { 861 diffuse[1] = specular[1] = 0.0F; 862 } 863 864 /* Accumulate diffuse and specular from each light source */ 865 foreach (light, &ctx->Light.EnabledList) { 866 867 GLfloat attenuation = 1.0F; 868 GLfloat VP[3]; /* unit vector from vertex to light */ 869 GLfloat n_dot_VP; /* dot product of l and n */ 870 GLfloat *h, n_dot_h, correction = 1.0; 871 872 /* compute l and attenuation */ 873 if (!(light->_Flags & LIGHT_POSITIONAL)) { 874 /* directional light */ 875 COPY_3V(VP, light->_VP_inf_norm); 876 } 877 else { 878 GLfloat d; /* distance from vertex to light */ 879 880 SUB_3V(VP, light->_Position, vertex); 881 882 d = (GLfloat) LEN_3FV( VP ); 883 if ( d > 1e-6) { 884 GLfloat invd = 1.0F / d; 885 SELF_SCALE_SCALAR_3V(VP, invd); 886 } 887 888 attenuation = 1.0F / (light->ConstantAttenuation + d * 889 (light->LinearAttenuation + d * 890 light->QuadraticAttenuation)); 891 892 /* spotlight attenuation */ 893 if (light->_Flags & LIGHT_SPOT) { 894 GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); 895 if (PV_dot_dir < light->_CosCutoff) { 896 continue; /* this light makes no contribution */ 897 } 898 else { 899 GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1); 900 GLint k = (GLint) x; 901 GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] 902 + (x-k)*light->_SpotExpTable[k][1]); 903 attenuation *= spot; 904 } 905 } 906 } 907 908 if (attenuation < 1e-3) 909 continue; /* this light makes no contribution */ 910 911 n_dot_VP = DOT3( normal, VP ); 912 913 /* which side are we lighting? */ 914 if (n_dot_VP < 0.0F) { 915 if (!(IDX & LIGHT_TWOSIDE)) 916 continue; 917 side = 1; 918 correction = -1; 919 n_dot_VP = -n_dot_VP; 920 } 921 922 /* accumulate diffuse term */ 923 diffuse[side] += n_dot_VP * light->_dli * attenuation; 924 925 /* specular term */ 926 if (ctx->Light.Model.LocalViewer) { 927 GLfloat v[3]; 928 COPY_3V(v, vertex); 929 NORMALIZE_3FV(v); 930 SUB_3V(VP, VP, v); /* h = VP + VPe */ 931 h = VP; 932 NORMALIZE_3FV(h); 933 } 934 else if (light->_Flags & LIGHT_POSITIONAL) { 935 h = VP; 936 /* Strangely, disabling this addition fixes a conformance 937 * problem. If this code is enabled, l_sed.c fails. 938 */ 939 /*ACC_3V(h, ctx->_EyeZDir);*/ 940 NORMALIZE_3FV(h); 941 } 942 else { 943 h = light->_h_inf_norm; 944 } 945 946 n_dot_h = correction * DOT3(normal, h); 947 if (n_dot_h > 0.0F) { 948 GLfloat spec_coef; 949 struct gl_shine_tab *tab = ctx->_ShineTable[side]; 950 GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef); 951 specular[side] += spec_coef * light->_sli * attenuation; 952 } 953 } /*loop over lights*/ 954 955 /* Now compute final color index */ 956 for (side = 0 ; side < NR_SIDES ; side++) { 957 struct gl_material *mat = &ctx->Light.Material[side]; 958 GLfloat index; 959 960 if (specular[side] > 1.0F) { 961 index = mat->SpecularIndex; 962 } 963 else { 964 GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex; 965 GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex; 966 967 index = mat->AmbientIndex 968 + diffuse[side] * (1.0F-specular[side]) * d_a 969 + specular[side] * s_a; 970 971 if (index > mat->SpecularIndex) { 972 index = mat->SpecularIndex; 973 } 974 } 975 indexResult[side][j] = (GLuint) (GLint) index; 976 } 977 } /*for vertex*/ 978} 979 980 981 982static void TAG(init_light_tab)( void ) 983{ 984 _tnl_light_tab[IDX] = TAG(light_rgba); 985 _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba); 986 _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single); 987 _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec); 988 _tnl_light_ci_tab[IDX] = TAG(light_ci); 989} 990 991 992#undef TAG 993#undef IDX 994#undef NR_SIDES 995#undef NSTRIDE 996#undef VSTRIDE 997#undef CHECK_MATERIAL 998#undef CHECK_END_VB 999#undef DO_ANOTHER_NORMAL 1000#undef REUSE_LIGHT_RESULTS 1001#undef CMSTRIDE 1002#undef CHECK_COLOR_MATERIAL 1003#undef CHECK_VALIDATE 1004