1/*
2 * Mesa 3-D graphics library
3 * Version:  6.5
4 *
5 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26
27#include "main/glheader.h"
28#include "main/colormac.h"
29#include "main/light.h"
30#include "main/macros.h"
31#include "main/imports.h"
32#include "main/simple_list.h"
33#include "main/mtypes.h"
34
35#include "math/m_translate.h"
36
37#include "t_context.h"
38#include "t_pipeline.h"
39#include "tnl.h"
40
41#define LIGHT_TWOSIDE       0x1
42#define LIGHT_MATERIAL      0x2
43#define MAX_LIGHT_FUNC      0x4
44
45typedef void (*light_func)( struct gl_context *ctx,
46			    struct vertex_buffer *VB,
47			    struct tnl_pipeline_stage *stage,
48			    GLvector4f *input );
49
50/**
51 * Information for updating current material attributes from vertex color,
52 * for GL_COLOR_MATERIAL.
53 */
54struct material_cursor {
55   const GLfloat *ptr;    /* points to src vertex color (in VB array) */
56   GLuint stride;         /* stride to next vertex color (bytes) */
57   GLfloat *current;      /* points to material attribute to update */
58   GLuint size;           /* vertex/color size: 1, 2, 3 or 4 */
59};
60
61/**
62 * Data private to this pipeline stage.
63 */
64struct light_stage_data {
65   GLvector4f Input;
66   GLvector4f LitColor[2];
67   GLvector4f LitSecondary[2];
68   light_func *light_func_tab;
69
70   struct material_cursor mat[MAT_ATTRIB_MAX];
71   GLuint mat_count;
72   GLuint mat_bitmask;
73};
74
75
76#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
77
78
79
80/**********************************************************************/
81/*****                  Lighting computation                      *****/
82/**********************************************************************/
83
84
85/*
86 * Notes:
87 *   When two-sided lighting is enabled we compute the color (or index)
88 *   for both the front and back side of the primitive.  Then, when the
89 *   orientation of the facet is later learned, we can determine which
90 *   color (or index) to use for rendering.
91 *
92 *   KW: We now know orientation in advance and only shade for
93 *       the side or sides which are actually required.
94 *
95 * Variables:
96 *   n = normal vector
97 *   V = vertex position
98 *   P = light source position
99 *   Pe = (0,0,0,1)
100 *
101 * Precomputed:
102 *   IF P[3]==0 THEN
103 *       // light at infinity
104 *       IF local_viewer THEN
105 *           _VP_inf_norm = unit vector from V to P      // Precompute
106 *       ELSE
107 *           // eye at infinity
108 *           _h_inf_norm = Normalize( VP + <0,0,1> )     // Precompute
109 *       ENDIF
110 *   ENDIF
111 *
112 * Functions:
113 *   Normalize( v ) = normalized vector v
114 *   Magnitude( v ) = length of vector v
115 */
116
117
118
119static void
120validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
121{
122   TNLcontext *tnl = TNL_CONTEXT(ctx);
123   struct tnl_shine_tab *list = tnl->_ShineTabList;
124   struct tnl_shine_tab *s;
125
126   ASSERT(side < 2);
127
128   foreach(s, list)
129      if ( s->shininess == shininess )
130	 break;
131
132   if (s == list) {
133      GLint j;
134      GLfloat *m;
135
136      foreach(s, list)
137	 if (s->refcount == 0)
138	    break;
139
140      m = s->tab;
141      m[0] = 0.0;
142      if (shininess == 0.0) {
143	 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
144	    m[j] = 1.0;
145      }
146      else {
147	 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
148            GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
149            if (x < 0.005) /* underflow check */
150               x = 0.005;
151            t = pow(x, shininess);
152	    if (t > 1e-20)
153	       m[j] = (GLfloat) t;
154	    else
155	       m[j] = 0.0;
156	 }
157	 m[SHINE_TABLE_SIZE] = 1.0;
158      }
159
160      s->shininess = shininess;
161   }
162
163   if (tnl->_ShineTable[side])
164      tnl->_ShineTable[side]->refcount--;
165
166   tnl->_ShineTable[side] = s;
167   move_to_tail( list, s );
168   s->refcount++;
169}
170
171
172void
173_tnl_validate_shine_tables( struct gl_context *ctx )
174{
175   TNLcontext *tnl = TNL_CONTEXT(ctx);
176   GLfloat shininess;
177
178   shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
179   if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess)
180      validate_shine_table( ctx, 0, shininess );
181
182   shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
183   if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess)
184      validate_shine_table( ctx, 1, shininess );
185}
186
187
188/**
189 * In the case of colormaterial, the effected material attributes
190 * should already have been bound to point to the incoming color data,
191 * prior to running the pipeline.
192 * This function copies the vertex's color to the material attributes
193 * which are tracking glColor.
194 * It's called per-vertex in the lighting loop.
195 */
196static void
197update_materials(struct gl_context *ctx, struct light_stage_data *store)
198{
199   GLuint i;
200
201   for (i = 0 ; i < store->mat_count ; i++) {
202      /* update the material */
203      COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
204      /* increment src vertex color pointer */
205      STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
206   }
207
208   /* recompute derived light/material values */
209   _mesa_update_material( ctx, store->mat_bitmask );
210   /* XXX we should only call this if we're tracking/changing the specular
211    * exponent.
212    */
213   _tnl_validate_shine_tables( ctx );
214}
215
216
217/**
218 * Prepare things prior to running the lighting stage.
219 * Return number of material attributes which will track vertex color.
220 */
221static GLuint
222prepare_materials(struct gl_context *ctx,
223                  struct vertex_buffer *VB, struct light_stage_data *store)
224{
225   GLuint i;
226
227   store->mat_count = 0;
228   store->mat_bitmask = 0;
229
230   /* Examine the _ColorMaterialBitmask to determine which materials
231    * track vertex color.  Override the material attribute's pointer
232    * with the color pointer for each one.
233    */
234   if (ctx->Light.ColorMaterialEnabled) {
235      const GLuint bitmask = ctx->Light._ColorMaterialBitmask;
236      for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
237	 if (bitmask & (1<<i))
238	    VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
239   }
240
241   /* Now, for each material attribute that's tracking vertex color, save
242    * some values (ptr, stride, size, current) that we'll need in
243    * update_materials(), above, that'll actually copy the vertex color to
244    * the material attribute(s).
245    */
246   for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
247      if (VB->AttribPtr[i]->stride) {
248	 const GLuint j = store->mat_count++;
249	 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
250	 store->mat[j].ptr    = VB->AttribPtr[i]->start;
251	 store->mat[j].stride = VB->AttribPtr[i]->stride;
252	 store->mat[j].size   = VB->AttribPtr[i]->size;
253	 store->mat[j].current = ctx->Light.Material.Attrib[attr];
254	 store->mat_bitmask |= (1<<attr);
255      }
256   }
257
258   /* FIXME: Is this already done?
259    */
260   _mesa_update_material( ctx, ~0 );
261
262   _tnl_validate_shine_tables( ctx );
263
264   return store->mat_count;
265}
266
267/*
268 * Compute dp ^ SpecularExponent.
269 * Lerp between adjacent values in the f(x) lookup table, giving a
270 * continuous function, with adequate overall accuracy.  (Though still
271 * pretty good compared to a straight lookup).
272 */
273static inline GLfloat
274lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp)
275{
276   TNLcontext *tnl = TNL_CONTEXT(ctx);
277   const struct tnl_shine_tab *tab = tnl->_ShineTable[face];
278   float f = dp * (SHINE_TABLE_SIZE - 1);
279   int k = (int) f;
280   if (k < 0 /* gcc may cast an overflow float value to negative int value */
281	|| k > SHINE_TABLE_SIZE - 2)
282      return powf(dp, tab->shininess);
283   else
284      return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]);
285}
286
287/* Tables for all the shading functions.
288 */
289static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
290static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
291static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
292static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
293
294#define TAG(x)           x
295#define IDX              (0)
296#include "t_vb_lighttmp.h"
297
298#define TAG(x)           x##_twoside
299#define IDX              (LIGHT_TWOSIDE)
300#include "t_vb_lighttmp.h"
301
302#define TAG(x)           x##_material
303#define IDX              (LIGHT_MATERIAL)
304#include "t_vb_lighttmp.h"
305
306#define TAG(x)           x##_twoside_material
307#define IDX              (LIGHT_TWOSIDE|LIGHT_MATERIAL)
308#include "t_vb_lighttmp.h"
309
310
311static void init_lighting_tables( void )
312{
313   static int done;
314
315   if (!done) {
316      init_light_tab();
317      init_light_tab_twoside();
318      init_light_tab_material();
319      init_light_tab_twoside_material();
320      done = 1;
321   }
322}
323
324
325static GLboolean run_lighting( struct gl_context *ctx,
326			       struct tnl_pipeline_stage *stage )
327{
328   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
329   TNLcontext *tnl = TNL_CONTEXT(ctx);
330   struct vertex_buffer *VB = &tnl->vb;
331   GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
332   GLuint idx;
333
334   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
335      return GL_TRUE;
336
337   /* Make sure we can talk about position x,y and z:
338    */
339   if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
340
341      _math_trans_4f( store->Input.data,
342		      VB->AttribPtr[_TNL_ATTRIB_POS]->data,
343		      VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
344		      GL_FLOAT,
345		      VB->AttribPtr[_TNL_ATTRIB_POS]->size,
346		      0,
347		      VB->Count );
348
349      if (input->size <= 2) {
350	 /* Clean z.
351	  */
352	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
353      }
354
355      if (input->size <= 1) {
356	 /* Clean y.
357	  */
358	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
359      }
360
361      input = &store->Input;
362   }
363
364   idx = 0;
365
366   if (prepare_materials( ctx, VB, store ))
367      idx |= LIGHT_MATERIAL;
368
369   if (ctx->Light.Model.TwoSide)
370      idx |= LIGHT_TWOSIDE;
371
372   /* The individual functions know about replaying side-effects
373    * vs. full re-execution.
374    */
375   store->light_func_tab[idx]( ctx, VB, stage, input );
376
377   return GL_TRUE;
378}
379
380
381/* Called in place of do_lighting when the light table may have changed.
382 */
383static void validate_lighting( struct gl_context *ctx,
384					struct tnl_pipeline_stage *stage )
385{
386   light_func *tab;
387
388   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
389      return;
390
391   if (ctx->Light._NeedVertices) {
392      if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
393	 tab = _tnl_light_spec_tab;
394      else
395	 tab = _tnl_light_tab;
396   }
397   else {
398      if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
399	 tab = _tnl_light_fast_single_tab;
400      else
401	 tab = _tnl_light_fast_tab;
402   }
403
404
405   LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
406
407   /* This and the above should only be done on _NEW_LIGHT:
408    */
409   TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
410}
411
412
413
414/* Called the first time stage->run is called.  In effect, don't
415 * allocate data until the first time the stage is run.
416 */
417static GLboolean init_lighting( struct gl_context *ctx,
418				struct tnl_pipeline_stage *stage )
419{
420   TNLcontext *tnl = TNL_CONTEXT(ctx);
421   struct light_stage_data *store;
422   GLuint size = tnl->vb.Size;
423
424   stage->privatePtr = MALLOC(sizeof(*store));
425   store = LIGHT_STAGE_DATA(stage);
426   if (!store)
427      return GL_FALSE;
428
429   /* Do onetime init.
430    */
431   init_lighting_tables();
432
433   _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
434   _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
435   _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
436   _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
437   _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
438
439   store->LitColor[0].size = 4;
440   store->LitColor[1].size = 4;
441   store->LitSecondary[0].size = 3;
442   store->LitSecondary[1].size = 3;
443
444   return GL_TRUE;
445}
446
447
448
449
450static void dtr( struct tnl_pipeline_stage *stage )
451{
452   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
453
454   if (store) {
455      _mesa_vector4f_free( &store->Input );
456      _mesa_vector4f_free( &store->LitColor[0] );
457      _mesa_vector4f_free( &store->LitColor[1] );
458      _mesa_vector4f_free( &store->LitSecondary[0] );
459      _mesa_vector4f_free( &store->LitSecondary[1] );
460      FREE( store );
461      stage->privatePtr = NULL;
462   }
463}
464
465const struct tnl_pipeline_stage _tnl_lighting_stage =
466{
467   "lighting",			/* name */
468   NULL,			/* private_data */
469   init_lighting,
470   dtr,				/* destroy */
471   validate_lighting,
472   run_lighting
473};
474