1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26#include "c99_math.h"
27#include "main/glheader.h"
28#include "main/light.h"
29#include "main/macros.h"
30#include "main/imports.h"
31#include "util/simple_list.h"
32#include "main/mtypes.h"
33
34#include "math/m_translate.h"
35
36#include "util/bitscan.h"
37
38#include "t_context.h"
39#include "t_pipeline.h"
40#include "tnl.h"
41
42#define LIGHT_TWOSIDE       0x1
43#define LIGHT_MATERIAL      0x2
44#define MAX_LIGHT_FUNC      0x4
45
46typedef void (*light_func)( struct gl_context *ctx,
47			    struct vertex_buffer *VB,
48			    struct tnl_pipeline_stage *stage,
49			    GLvector4f *input );
50
51/**
52 * Information for updating current material attributes from vertex color,
53 * for GL_COLOR_MATERIAL.
54 */
55struct material_cursor {
56   const GLfloat *ptr;    /* points to src vertex color (in VB array) */
57   GLuint stride;         /* stride to next vertex color (bytes) */
58   GLfloat *current;      /* points to material attribute to update */
59   GLuint size;           /* vertex/color size: 1, 2, 3 or 4 */
60};
61
62/**
63 * Data private to this pipeline stage.
64 */
65struct light_stage_data {
66   GLvector4f Input;
67   GLvector4f LitColor[2];
68   GLvector4f LitSecondary[2];
69   light_func *light_func_tab;
70
71   struct material_cursor mat[MAT_ATTRIB_MAX];
72   GLuint mat_count;
73   GLuint mat_bitmask;
74};
75
76
77#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
78
79
80
81/**********************************************************************/
82/*****                  Lighting computation                      *****/
83/**********************************************************************/
84
85
86/*
87 * Notes:
88 *   When two-sided lighting is enabled we compute the color (or index)
89 *   for both the front and back side of the primitive.  Then, when the
90 *   orientation of the facet is later learned, we can determine which
91 *   color (or index) to use for rendering.
92 *
93 *   KW: We now know orientation in advance and only shade for
94 *       the side or sides which are actually required.
95 *
96 * Variables:
97 *   n = normal vector
98 *   V = vertex position
99 *   P = light source position
100 *   Pe = (0,0,0,1)
101 *
102 * Precomputed:
103 *   IF P[3]==0 THEN
104 *       // light at infinity
105 *       IF local_viewer THEN
106 *           _VP_inf_norm = unit vector from V to P      // Precompute
107 *       ELSE
108 *           // eye at infinity
109 *           _h_inf_norm = Normalize( VP + <0,0,1> )     // Precompute
110 *       ENDIF
111 *   ENDIF
112 *
113 * Functions:
114 *   Normalize( v ) = normalized vector v
115 *   Magnitude( v ) = length of vector v
116 */
117
118
119
120static void
121validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
122{
123   TNLcontext *tnl = TNL_CONTEXT(ctx);
124   struct tnl_shine_tab *list = tnl->_ShineTabList;
125   struct tnl_shine_tab *s;
126
127   assert(side < 2);
128
129   foreach(s, list)
130      if ( s->shininess == shininess )
131	 break;
132
133   if (s == list) {
134      GLint j;
135      GLfloat *m;
136
137      foreach(s, list)
138	 if (s->refcount == 0)
139	    break;
140
141      m = s->tab;
142      m[0] = 0.0F;
143      if (shininess == 0.0F) {
144	 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
145	    m[j] = 1.0F;
146      }
147      else {
148	 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
149            GLfloat t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
150            if (x < 0.005F) /* underflow check */
151               x = 0.005F;
152            t = powf(x, shininess);
153	    if (t > 1e-20F)
154	       m[j] = t;
155	    else
156	       m[j] = 0.0F;
157	 }
158	 m[SHINE_TABLE_SIZE] = 1.0F;
159      }
160
161      s->shininess = shininess;
162   }
163
164   if (tnl->_ShineTable[side])
165      tnl->_ShineTable[side]->refcount--;
166
167   tnl->_ShineTable[side] = s;
168   move_to_tail( list, s );
169   s->refcount++;
170}
171
172
173void
174_tnl_validate_shine_tables( struct gl_context *ctx )
175{
176   TNLcontext *tnl = TNL_CONTEXT(ctx);
177   GLfloat shininess;
178
179   shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
180   if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess)
181      validate_shine_table( ctx, 0, shininess );
182
183   shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
184   if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess)
185      validate_shine_table( ctx, 1, shininess );
186}
187
188
189/**
190 * In the case of colormaterial, the effected material attributes
191 * should already have been bound to point to the incoming color data,
192 * prior to running the pipeline.
193 * This function copies the vertex's color to the material attributes
194 * which are tracking glColor.
195 * It's called per-vertex in the lighting loop.
196 */
197static void
198update_materials(struct gl_context *ctx, struct light_stage_data *store)
199{
200   GLuint i;
201
202   for (i = 0 ; i < store->mat_count ; i++) {
203      /* update the material */
204      COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
205      /* increment src vertex color pointer */
206      STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
207   }
208
209   /* recompute derived light/material values */
210   _mesa_update_material( ctx, store->mat_bitmask );
211   /* XXX we should only call this if we're tracking/changing the specular
212    * exponent.
213    */
214   _tnl_validate_shine_tables( ctx );
215}
216
217
218/**
219 * Prepare things prior to running the lighting stage.
220 * Return number of material attributes which will track vertex color.
221 */
222static GLuint
223prepare_materials(struct gl_context *ctx,
224                  struct vertex_buffer *VB, struct light_stage_data *store)
225{
226   GLuint i;
227
228   store->mat_count = 0;
229   store->mat_bitmask = 0;
230
231   /* Examine the _ColorMaterialBitmask to determine which materials
232    * track vertex color.  Override the material attribute's pointer
233    * with the color pointer for each one.
234    */
235   if (ctx->Light.ColorMaterialEnabled) {
236      GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
237      while (bitmask) {
238         const int i = u_bit_scan(&bitmask);
239         VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] =
240            VB->AttribPtr[_TNL_ATTRIB_COLOR0];
241      }
242   }
243
244   /* Now, for each material attribute that's tracking vertex color, save
245    * some values (ptr, stride, size, current) that we'll need in
246    * update_materials(), above, that'll actually copy the vertex color to
247    * the material attribute(s).
248    */
249   for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
250      if (VB->AttribPtr[i]->stride) {
251	 const GLuint j = store->mat_count++;
252	 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
253	 store->mat[j].ptr    = VB->AttribPtr[i]->start;
254	 store->mat[j].stride = VB->AttribPtr[i]->stride;
255	 store->mat[j].size   = VB->AttribPtr[i]->size;
256	 store->mat[j].current = ctx->Light.Material.Attrib[attr];
257	 store->mat_bitmask |= (1<<attr);
258      }
259   }
260
261   /* FIXME: Is this already done?
262    */
263   _mesa_update_material( ctx, ~0 );
264
265   _tnl_validate_shine_tables( ctx );
266
267   return store->mat_count;
268}
269
270/*
271 * Compute dp ^ SpecularExponent.
272 * Lerp between adjacent values in the f(x) lookup table, giving a
273 * continuous function, with adequate overall accuracy.  (Though still
274 * pretty good compared to a straight lookup).
275 */
276static inline GLfloat
277lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp)
278{
279   TNLcontext *tnl = TNL_CONTEXT(ctx);
280   const struct tnl_shine_tab *tab = tnl->_ShineTable[face];
281   float f = dp * (SHINE_TABLE_SIZE - 1);
282   int k = (int) f;
283   if (k < 0 /* gcc may cast an overflow float value to negative int value */
284	|| k > SHINE_TABLE_SIZE - 2)
285      return powf(dp, tab->shininess);
286   else
287      return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]);
288}
289
290/* Tables for all the shading functions.
291 */
292static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
293static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
294static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
295static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
296
297#define TAG(x)           x
298#define IDX              (0)
299#include "t_vb_lighttmp.h"
300
301#define TAG(x)           x##_twoside
302#define IDX              (LIGHT_TWOSIDE)
303#include "t_vb_lighttmp.h"
304
305#define TAG(x)           x##_material
306#define IDX              (LIGHT_MATERIAL)
307#include "t_vb_lighttmp.h"
308
309#define TAG(x)           x##_twoside_material
310#define IDX              (LIGHT_TWOSIDE|LIGHT_MATERIAL)
311#include "t_vb_lighttmp.h"
312
313
314static void init_lighting_tables( void )
315{
316   static int done;
317
318   if (!done) {
319      init_light_tab();
320      init_light_tab_twoside();
321      init_light_tab_material();
322      init_light_tab_twoside_material();
323      done = 1;
324   }
325}
326
327
328static GLboolean run_lighting( struct gl_context *ctx,
329			       struct tnl_pipeline_stage *stage )
330{
331   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
332   TNLcontext *tnl = TNL_CONTEXT(ctx);
333   struct vertex_buffer *VB = &tnl->vb;
334   GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
335   GLuint idx;
336
337   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
338      return GL_TRUE;
339
340   /* Make sure we can talk about position x,y and z:
341    */
342   if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
343
344      _math_trans_4f( store->Input.data,
345		      VB->AttribPtr[_TNL_ATTRIB_POS]->data,
346		      VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
347		      GL_FLOAT,
348		      VB->AttribPtr[_TNL_ATTRIB_POS]->size,
349		      0,
350		      VB->Count );
351
352      if (input->size <= 2) {
353	 /* Clean z.
354	  */
355	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
356      }
357
358      if (input->size <= 1) {
359	 /* Clean y.
360	  */
361	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
362      }
363
364      input = &store->Input;
365   }
366
367   idx = 0;
368
369   if (prepare_materials( ctx, VB, store ))
370      idx |= LIGHT_MATERIAL;
371
372   if (ctx->Light.Model.TwoSide)
373      idx |= LIGHT_TWOSIDE;
374
375   /* The individual functions know about replaying side-effects
376    * vs. full re-execution.
377    */
378   store->light_func_tab[idx]( ctx, VB, stage, input );
379
380   return GL_TRUE;
381}
382
383
384/* Called in place of do_lighting when the light table may have changed.
385 */
386static void validate_lighting( struct gl_context *ctx,
387					struct tnl_pipeline_stage *stage )
388{
389   light_func *tab;
390
391   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
392      return;
393
394   if (ctx->Light._NeedVertices) {
395      if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
396	 tab = _tnl_light_spec_tab;
397      else
398	 tab = _tnl_light_tab;
399   }
400   else {
401      /* Power of two means only a single active light. */
402      if (_mesa_is_pow_two(ctx->Light._EnabledLights))
403	 tab = _tnl_light_fast_single_tab;
404      else
405	 tab = _tnl_light_fast_tab;
406   }
407
408
409   LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
410
411   /* This and the above should only be done on _NEW_LIGHT:
412    */
413   TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
414}
415
416
417
418/* Called the first time stage->run is called.  In effect, don't
419 * allocate data until the first time the stage is run.
420 */
421static GLboolean init_lighting( struct gl_context *ctx,
422				struct tnl_pipeline_stage *stage )
423{
424   TNLcontext *tnl = TNL_CONTEXT(ctx);
425   struct light_stage_data *store;
426   GLuint size = tnl->vb.Size;
427
428   stage->privatePtr = malloc(sizeof(*store));
429   store = LIGHT_STAGE_DATA(stage);
430   if (!store)
431      return GL_FALSE;
432
433   /* Do onetime init.
434    */
435   init_lighting_tables();
436
437   _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
438   _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
439   _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
440   _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
441   _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
442
443   store->LitColor[0].size = 4;
444   store->LitColor[1].size = 4;
445   store->LitSecondary[0].size = 3;
446   store->LitSecondary[1].size = 3;
447
448   return GL_TRUE;
449}
450
451
452
453
454static void dtr( struct tnl_pipeline_stage *stage )
455{
456   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
457
458   if (store) {
459      _mesa_vector4f_free( &store->Input );
460      _mesa_vector4f_free( &store->LitColor[0] );
461      _mesa_vector4f_free( &store->LitColor[1] );
462      _mesa_vector4f_free( &store->LitSecondary[0] );
463      _mesa_vector4f_free( &store->LitSecondary[1] );
464      free( store );
465      stage->privatePtr = NULL;
466   }
467}
468
469const struct tnl_pipeline_stage _tnl_lighting_stage =
470{
471   "lighting",			/* name */
472   NULL,			/* private_data */
473   init_lighting,
474   dtr,				/* destroy */
475   validate_lighting,
476   run_lighting
477};
478