| /* |
| * Mesa 3-D graphics library |
| * Version: 7.5 |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * Copyright (C) 2009 VMware, Inc. 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. |
| */ |
| |
| |
| #include "glheader.h" |
| #include "imports.h" |
| #include "context.h" |
| #include "enums.h" |
| #include "light.h" |
| #include "macros.h" |
| #include "simple_list.h" |
| #include "mtypes.h" |
| #include "math/m_matrix.h" |
| |
| |
| void GLAPIENTRY |
| _mesa_ShadeModel( GLenum mode ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| |
| if (MESA_VERBOSE & VERBOSE_API) |
| _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode)); |
| |
| if (mode != GL_FLAT && mode != GL_SMOOTH) { |
| _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel"); |
| return; |
| } |
| |
| if (ctx->Light.ShadeModel == mode) |
| return; |
| |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| ctx->Light.ShadeModel = mode; |
| |
| if (ctx->Driver.ShadeModel) |
| ctx->Driver.ShadeModel( ctx, mode ); |
| } |
| |
| |
| /** |
| * Set the provoking vertex (the vertex which specifies the prim's |
| * color when flat shading) to either the first or last vertex of the |
| * triangle or line. |
| */ |
| void GLAPIENTRY |
| _mesa_ProvokingVertex(GLenum mode) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| |
| if (MESA_VERBOSE&VERBOSE_API) |
| _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode); |
| |
| switch (mode) { |
| case GL_FIRST_VERTEX_CONVENTION_EXT: |
| case GL_LAST_VERTEX_CONVENTION_EXT: |
| break; |
| default: |
| _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode); |
| return; |
| } |
| |
| if (ctx->Light.ProvokingVertex == mode) |
| return; |
| |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| ctx->Light.ProvokingVertex = mode; |
| } |
| |
| |
| /** |
| * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set |
| * per-light state. |
| * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction |
| * will have already been transformed by the modelview matrix! |
| * Also, all error checking should have already been done. |
| */ |
| void |
| _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params) |
| { |
| struct gl_light *light; |
| |
| ASSERT(lnum < MAX_LIGHTS); |
| light = &ctx->Light.Light[lnum]; |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| if (TEST_EQ_4V(light->Ambient, params)) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| COPY_4V( light->Ambient, params ); |
| break; |
| case GL_DIFFUSE: |
| if (TEST_EQ_4V(light->Diffuse, params)) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| COPY_4V( light->Diffuse, params ); |
| break; |
| case GL_SPECULAR: |
| if (TEST_EQ_4V(light->Specular, params)) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| COPY_4V( light->Specular, params ); |
| break; |
| case GL_POSITION: |
| /* NOTE: position has already been transformed by ModelView! */ |
| if (TEST_EQ_4V(light->EyePosition, params)) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| COPY_4V(light->EyePosition, params); |
| if (light->EyePosition[3] != 0.0F) |
| light->_Flags |= LIGHT_POSITIONAL; |
| else |
| light->_Flags &= ~LIGHT_POSITIONAL; |
| break; |
| case GL_SPOT_DIRECTION: |
| /* NOTE: Direction already transformed by inverse ModelView! */ |
| if (TEST_EQ_3V(light->SpotDirection, params)) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| COPY_3V(light->SpotDirection, params); |
| break; |
| case GL_SPOT_EXPONENT: |
| ASSERT(params[0] >= 0.0); |
| ASSERT(params[0] <= ctx->Const.MaxSpotExponent); |
| if (light->SpotExponent == params[0]) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| light->SpotExponent = params[0]; |
| break; |
| case GL_SPOT_CUTOFF: |
| ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0)); |
| if (light->SpotCutoff == params[0]) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| light->SpotCutoff = params[0]; |
| light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * DEG2RAD)); |
| if (light->_CosCutoff < 0) |
| light->_CosCutoff = 0; |
| if (light->SpotCutoff != 180.0F) |
| light->_Flags |= LIGHT_SPOT; |
| else |
| light->_Flags &= ~LIGHT_SPOT; |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| ASSERT(params[0] >= 0.0); |
| if (light->ConstantAttenuation == params[0]) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| light->ConstantAttenuation = params[0]; |
| break; |
| case GL_LINEAR_ATTENUATION: |
| ASSERT(params[0] >= 0.0); |
| if (light->LinearAttenuation == params[0]) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| light->LinearAttenuation = params[0]; |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| ASSERT(params[0] >= 0.0); |
| if (light->QuadraticAttenuation == params[0]) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| light->QuadraticAttenuation = params[0]; |
| break; |
| default: |
| _mesa_problem(ctx, "Unexpected pname in _mesa_light()"); |
| return; |
| } |
| |
| if (ctx->Driver.Lightfv) |
| ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_Lightf( GLenum light, GLenum pname, GLfloat param ) |
| { |
| GLfloat fparam[4]; |
| fparam[0] = param; |
| fparam[1] = fparam[2] = fparam[3] = 0.0F; |
| _mesa_Lightfv( light, pname, fparam ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLint i = (GLint) (light - GL_LIGHT0); |
| GLfloat temp[4]; |
| |
| if (i < 0 || i >= (GLint) ctx->Const.MaxLights) { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light ); |
| return; |
| } |
| |
| /* do particular error checks, transformations */ |
| switch (pname) { |
| case GL_AMBIENT: |
| case GL_DIFFUSE: |
| case GL_SPECULAR: |
| /* nothing */ |
| break; |
| case GL_POSITION: |
| /* transform position by ModelView matrix */ |
| TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params); |
| params = temp; |
| break; |
| case GL_SPOT_DIRECTION: |
| /* transform direction by inverse modelview */ |
| if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) { |
| _math_matrix_analyse(ctx->ModelviewMatrixStack.Top); |
| } |
| TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m); |
| params = temp; |
| break; |
| case GL_SPOT_EXPONENT: |
| if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
| return; |
| } |
| break; |
| case GL_SPOT_CUTOFF: |
| if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
| return; |
| } |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| if (params[0] < 0.0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
| return; |
| } |
| break; |
| case GL_LINEAR_ATTENUATION: |
| if (params[0] < 0.0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
| return; |
| } |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| if (params[0] < 0.0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glLight"); |
| return; |
| } |
| break; |
| default: |
| _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname); |
| return; |
| } |
| |
| _mesa_light(ctx, i, pname, params); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_Lighti( GLenum light, GLenum pname, GLint param ) |
| { |
| GLint iparam[4]; |
| iparam[0] = param; |
| iparam[1] = iparam[2] = iparam[3] = 0; |
| _mesa_Lightiv( light, pname, iparam ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params ) |
| { |
| GLfloat fparam[4]; |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| case GL_DIFFUSE: |
| case GL_SPECULAR: |
| fparam[0] = INT_TO_FLOAT( params[0] ); |
| fparam[1] = INT_TO_FLOAT( params[1] ); |
| fparam[2] = INT_TO_FLOAT( params[2] ); |
| fparam[3] = INT_TO_FLOAT( params[3] ); |
| break; |
| case GL_POSITION: |
| fparam[0] = (GLfloat) params[0]; |
| fparam[1] = (GLfloat) params[1]; |
| fparam[2] = (GLfloat) params[2]; |
| fparam[3] = (GLfloat) params[3]; |
| break; |
| case GL_SPOT_DIRECTION: |
| fparam[0] = (GLfloat) params[0]; |
| fparam[1] = (GLfloat) params[1]; |
| fparam[2] = (GLfloat) params[2]; |
| break; |
| case GL_SPOT_EXPONENT: |
| case GL_SPOT_CUTOFF: |
| case GL_CONSTANT_ATTENUATION: |
| case GL_LINEAR_ATTENUATION: |
| case GL_QUADRATIC_ATTENUATION: |
| fparam[0] = (GLfloat) params[0]; |
| break; |
| default: |
| /* error will be caught later in gl_Lightfv */ |
| ; |
| } |
| |
| _mesa_Lightfv( light, pname, fparam ); |
| } |
| |
| |
| |
| void GLAPIENTRY |
| _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLint l = (GLint) (light - GL_LIGHT0); |
| |
| if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); |
| return; |
| } |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| COPY_4V( params, ctx->Light.Light[l].Ambient ); |
| break; |
| case GL_DIFFUSE: |
| COPY_4V( params, ctx->Light.Light[l].Diffuse ); |
| break; |
| case GL_SPECULAR: |
| COPY_4V( params, ctx->Light.Light[l].Specular ); |
| break; |
| case GL_POSITION: |
| COPY_4V( params, ctx->Light.Light[l].EyePosition ); |
| break; |
| case GL_SPOT_DIRECTION: |
| COPY_3V( params, ctx->Light.Light[l].SpotDirection ); |
| break; |
| case GL_SPOT_EXPONENT: |
| params[0] = ctx->Light.Light[l].SpotExponent; |
| break; |
| case GL_SPOT_CUTOFF: |
| params[0] = ctx->Light.Light[l].SpotCutoff; |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| params[0] = ctx->Light.Light[l].ConstantAttenuation; |
| break; |
| case GL_LINEAR_ATTENUATION: |
| params[0] = ctx->Light.Light[l].LinearAttenuation; |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| params[0] = ctx->Light.Light[l].QuadraticAttenuation; |
| break; |
| default: |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" ); |
| break; |
| } |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLint l = (GLint) (light - GL_LIGHT0); |
| |
| if (l < 0 || l >= (GLint) ctx->Const.MaxLights) { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); |
| return; |
| } |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]); |
| params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]); |
| params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]); |
| params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]); |
| break; |
| case GL_DIFFUSE: |
| params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); |
| params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); |
| params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); |
| params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); |
| break; |
| case GL_SPECULAR: |
| params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]); |
| params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]); |
| params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]); |
| params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]); |
| break; |
| case GL_POSITION: |
| params[0] = (GLint) ctx->Light.Light[l].EyePosition[0]; |
| params[1] = (GLint) ctx->Light.Light[l].EyePosition[1]; |
| params[2] = (GLint) ctx->Light.Light[l].EyePosition[2]; |
| params[3] = (GLint) ctx->Light.Light[l].EyePosition[3]; |
| break; |
| case GL_SPOT_DIRECTION: |
| params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0]; |
| params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1]; |
| params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2]; |
| break; |
| case GL_SPOT_EXPONENT: |
| params[0] = (GLint) ctx->Light.Light[l].SpotExponent; |
| break; |
| case GL_SPOT_CUTOFF: |
| params[0] = (GLint) ctx->Light.Light[l].SpotCutoff; |
| break; |
| case GL_CONSTANT_ATTENUATION: |
| params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation; |
| break; |
| case GL_LINEAR_ATTENUATION: |
| params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation; |
| break; |
| case GL_QUADRATIC_ATTENUATION: |
| params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation; |
| break; |
| default: |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" ); |
| break; |
| } |
| } |
| |
| |
| |
| /**********************************************************************/ |
| /*** Light Model ***/ |
| /**********************************************************************/ |
| |
| |
| void GLAPIENTRY |
| _mesa_LightModelfv( GLenum pname, const GLfloat *params ) |
| { |
| GLenum newenum; |
| GLboolean newbool; |
| GET_CURRENT_CONTEXT(ctx); |
| |
| switch (pname) { |
| case GL_LIGHT_MODEL_AMBIENT: |
| if (TEST_EQ_4V( ctx->Light.Model.Ambient, params )) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| COPY_4V( ctx->Light.Model.Ambient, params ); |
| break; |
| case GL_LIGHT_MODEL_LOCAL_VIEWER: |
| if (ctx->API != API_OPENGL_COMPAT) |
| goto invalid_pname; |
| newbool = (params[0]!=0.0); |
| if (ctx->Light.Model.LocalViewer == newbool) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| ctx->Light.Model.LocalViewer = newbool; |
| break; |
| case GL_LIGHT_MODEL_TWO_SIDE: |
| newbool = (params[0]!=0.0); |
| if (ctx->Light.Model.TwoSide == newbool) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| ctx->Light.Model.TwoSide = newbool; |
| if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) |
| ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; |
| else |
| ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE; |
| break; |
| case GL_LIGHT_MODEL_COLOR_CONTROL: |
| if (ctx->API != API_OPENGL_COMPAT) |
| goto invalid_pname; |
| if (params[0] == (GLfloat) GL_SINGLE_COLOR) |
| newenum = GL_SINGLE_COLOR; |
| else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR) |
| newenum = GL_SEPARATE_SPECULAR_COLOR; |
| else { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)", |
| (GLint) params[0] ); |
| return; |
| } |
| if (ctx->Light.Model.ColorControl == newenum) |
| return; |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| ctx->Light.Model.ColorControl = newenum; |
| break; |
| default: |
| goto invalid_pname; |
| } |
| |
| if (ctx->Driver.LightModelfv) |
| ctx->Driver.LightModelfv( ctx, pname, params ); |
| |
| return; |
| |
| invalid_pname: |
| _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname ); |
| return; |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_LightModeliv( GLenum pname, const GLint *params ) |
| { |
| GLfloat fparam[4]; |
| |
| switch (pname) { |
| case GL_LIGHT_MODEL_AMBIENT: |
| fparam[0] = INT_TO_FLOAT( params[0] ); |
| fparam[1] = INT_TO_FLOAT( params[1] ); |
| fparam[2] = INT_TO_FLOAT( params[2] ); |
| fparam[3] = INT_TO_FLOAT( params[3] ); |
| break; |
| case GL_LIGHT_MODEL_LOCAL_VIEWER: |
| case GL_LIGHT_MODEL_TWO_SIDE: |
| case GL_LIGHT_MODEL_COLOR_CONTROL: |
| fparam[0] = (GLfloat) params[0]; |
| break; |
| default: |
| /* Error will be caught later in gl_LightModelfv */ |
| ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F); |
| } |
| _mesa_LightModelfv( pname, fparam ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_LightModeli( GLenum pname, GLint param ) |
| { |
| GLint iparam[4]; |
| iparam[0] = param; |
| iparam[1] = iparam[2] = iparam[3] = 0; |
| _mesa_LightModeliv( pname, iparam ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_LightModelf( GLenum pname, GLfloat param ) |
| { |
| GLfloat fparam[4]; |
| fparam[0] = param; |
| fparam[1] = fparam[2] = fparam[3] = 0.0F; |
| _mesa_LightModelfv( pname, fparam ); |
| } |
| |
| |
| |
| /********** MATERIAL **********/ |
| |
| |
| /* |
| * Given a face and pname value (ala glColorMaterial), compute a bitmask |
| * of the targeted material values. |
| */ |
| GLuint |
| _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname, |
| GLuint legal, const char *where ) |
| { |
| GLuint bitmask = 0; |
| |
| /* Make a bitmask indicating what material attribute(s) we're updating */ |
| switch (pname) { |
| case GL_EMISSION: |
| bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION; |
| break; |
| case GL_AMBIENT: |
| bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; |
| break; |
| case GL_DIFFUSE: |
| bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; |
| break; |
| case GL_SPECULAR: |
| bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR; |
| break; |
| case GL_SHININESS: |
| bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS; |
| break; |
| case GL_AMBIENT_AND_DIFFUSE: |
| bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT; |
| bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE; |
| break; |
| case GL_COLOR_INDEXES: |
| bitmask |= MAT_BIT_FRONT_INDEXES | MAT_BIT_BACK_INDEXES; |
| break; |
| default: |
| _mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); |
| return 0; |
| } |
| |
| if (face==GL_FRONT) { |
| bitmask &= FRONT_MATERIAL_BITS; |
| } |
| else if (face==GL_BACK) { |
| bitmask &= BACK_MATERIAL_BITS; |
| } |
| else if (face != GL_FRONT_AND_BACK) { |
| _mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); |
| return 0; |
| } |
| |
| if (bitmask & ~legal) { |
| _mesa_error( ctx, GL_INVALID_ENUM, "%s", where ); |
| return 0; |
| } |
| |
| return bitmask; |
| } |
| |
| |
| |
| /* Update derived values following a change in ctx->Light.Material |
| */ |
| void |
| _mesa_update_material( struct gl_context *ctx, GLuint bitmask ) |
| { |
| struct gl_light *light, *list = &ctx->Light.EnabledList; |
| GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
| |
| if (MESA_VERBOSE & VERBOSE_MATERIAL) |
| _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask); |
| |
| if (!bitmask) |
| return; |
| |
| /* update material ambience */ |
| if (bitmask & MAT_BIT_FRONT_AMBIENT) { |
| foreach (light, list) { |
| SCALE_3V( light->_MatAmbient[0], light->Ambient, |
| mat[MAT_ATTRIB_FRONT_AMBIENT]); |
| } |
| } |
| |
| if (bitmask & MAT_BIT_BACK_AMBIENT) { |
| foreach (light, list) { |
| SCALE_3V( light->_MatAmbient[1], light->Ambient, |
| mat[MAT_ATTRIB_BACK_AMBIENT]); |
| } |
| } |
| |
| /* update BaseColor = emission + scene's ambience * material's ambience */ |
| if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) { |
| COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] ); |
| ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT], |
| ctx->Light.Model.Ambient ); |
| } |
| |
| if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) { |
| COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] ); |
| ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT], |
| ctx->Light.Model.Ambient ); |
| } |
| |
| /* update material diffuse values */ |
| if (bitmask & MAT_BIT_FRONT_DIFFUSE) { |
| foreach (light, list) { |
| SCALE_3V( light->_MatDiffuse[0], light->Diffuse, |
| mat[MAT_ATTRIB_FRONT_DIFFUSE] ); |
| } |
| } |
| |
| if (bitmask & MAT_BIT_BACK_DIFFUSE) { |
| foreach (light, list) { |
| SCALE_3V( light->_MatDiffuse[1], light->Diffuse, |
| mat[MAT_ATTRIB_BACK_DIFFUSE] ); |
| } |
| } |
| |
| /* update material specular values */ |
| if (bitmask & MAT_BIT_FRONT_SPECULAR) { |
| foreach (light, list) { |
| SCALE_3V( light->_MatSpecular[0], light->Specular, |
| mat[MAT_ATTRIB_FRONT_SPECULAR]); |
| } |
| } |
| |
| if (bitmask & MAT_BIT_BACK_SPECULAR) { |
| foreach (light, list) { |
| SCALE_3V( light->_MatSpecular[1], light->Specular, |
| mat[MAT_ATTRIB_BACK_SPECULAR]); |
| } |
| } |
| } |
| |
| |
| /* |
| * Update the current materials from the given rgba color |
| * according to the bitmask in _ColorMaterialBitmask, which is |
| * set by glColorMaterial(). |
| */ |
| void |
| _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] ) |
| { |
| const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask; |
| struct gl_material *mat = &ctx->Light.Material; |
| int i; |
| |
| for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) |
| if (bitmask & (1<<i)) |
| COPY_4FV( mat->Attrib[i], color ); |
| |
| _mesa_update_material( ctx, bitmask ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_ColorMaterial( GLenum face, GLenum mode ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLuint bitmask; |
| GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION | |
| MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR | |
| MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE | |
| MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT); |
| |
| if (MESA_VERBOSE&VERBOSE_API) |
| _mesa_debug(ctx, "glColorMaterial %s %s\n", |
| _mesa_lookup_enum_by_nr(face), |
| _mesa_lookup_enum_by_nr(mode)); |
| |
| bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial"); |
| if (bitmask == 0) |
| return; /* error was recorded */ |
| |
| if (ctx->Light._ColorMaterialBitmask == bitmask && |
| ctx->Light.ColorMaterialFace == face && |
| ctx->Light.ColorMaterialMode == mode) |
| return; |
| |
| FLUSH_VERTICES(ctx, _NEW_LIGHT); |
| ctx->Light._ColorMaterialBitmask = bitmask; |
| ctx->Light.ColorMaterialFace = face; |
| ctx->Light.ColorMaterialMode = mode; |
| |
| if (ctx->Light.ColorMaterialEnabled) { |
| FLUSH_CURRENT( ctx, 0 ); |
| _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); |
| } |
| |
| if (ctx->Driver.ColorMaterial) |
| ctx->Driver.ColorMaterial( ctx, face, mode ); |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLuint f; |
| GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
| FLUSH_VERTICES(ctx, 0); /* update materials */ |
| |
| FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ |
| |
| if (face==GL_FRONT) { |
| f = 0; |
| } |
| else if (face==GL_BACK) { |
| f = 1; |
| } |
| else { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" ); |
| return; |
| } |
| |
| switch (pname) { |
| case GL_AMBIENT: |
| COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] ); |
| break; |
| case GL_DIFFUSE: |
| COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] ); |
| break; |
| case GL_SPECULAR: |
| COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] ); |
| break; |
| case GL_EMISSION: |
| COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] ); |
| break; |
| case GL_SHININESS: |
| *params = mat[MAT_ATTRIB_SHININESS(f)][0]; |
| break; |
| case GL_COLOR_INDEXES: |
| if (ctx->API != API_OPENGL_COMPAT) { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
| return; |
| } |
| params[0] = mat[MAT_ATTRIB_INDEXES(f)][0]; |
| params[1] = mat[MAT_ATTRIB_INDEXES(f)][1]; |
| params[2] = mat[MAT_ATTRIB_INDEXES(f)][2]; |
| break; |
| default: |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
| } |
| } |
| |
| |
| void GLAPIENTRY |
| _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params ) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| GLuint f; |
| GLfloat (*mat)[4] = ctx->Light.Material.Attrib; |
| |
| ASSERT(ctx->API == API_OPENGL_COMPAT); |
| |
| FLUSH_VERTICES(ctx, 0); /* update materials */ |
| FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */ |
| |
| if (face==GL_FRONT) { |
| f = 0; |
| } |
| else if (face==GL_BACK) { |
| f = 1; |
| } |
| else { |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" ); |
| return; |
| } |
| switch (pname) { |
| case GL_AMBIENT: |
| params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] ); |
| params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] ); |
| params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] ); |
| params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] ); |
| break; |
| case GL_DIFFUSE: |
| params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] ); |
| params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] ); |
| params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] ); |
| params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] ); |
| break; |
| case GL_SPECULAR: |
| params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] ); |
| params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] ); |
| params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] ); |
| params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] ); |
| break; |
| case GL_EMISSION: |
| params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] ); |
| params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] ); |
| params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] ); |
| params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] ); |
| break; |
| case GL_SHININESS: |
| *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] ); |
| break; |
| case GL_COLOR_INDEXES: |
| params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] ); |
| params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] ); |
| params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] ); |
| break; |
| default: |
| _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" ); |
| } |
| } |
| |
| |
| |
| /** |
| * Examine current lighting parameters to determine if the optimized lighting |
| * function can be used. |
| * Also, precompute some lighting values such as the products of light |
| * source and material ambient, diffuse and specular coefficients. |
| */ |
| void |
| _mesa_update_lighting( struct gl_context *ctx ) |
| { |
| GLbitfield flags = 0; |
| struct gl_light *light; |
| ctx->Light._NeedEyeCoords = GL_FALSE; |
| |
| if (!ctx->Light.Enabled) |
| return; |
| |
| foreach(light, &ctx->Light.EnabledList) { |
| flags |= light->_Flags; |
| } |
| |
| ctx->Light._NeedVertices = |
| ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) || |
| ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR || |
| ctx->Light.Model.LocalViewer); |
| |
| ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) || |
| ctx->Light.Model.LocalViewer); |
| |
| /* XXX: This test is overkill & needs to be fixed both for software and |
| * hardware t&l drivers. The above should be sufficient & should |
| * be tested to verify this. |
| */ |
| if (ctx->Light._NeedVertices) |
| ctx->Light._NeedEyeCoords = GL_TRUE; |
| |
| /* Precompute some shading values. Although we reference |
| * Light.Material here, we can get away without flushing |
| * FLUSH_UPDATE_CURRENT, as when any outstanding material changes |
| * are flushed, they will update the derived state at that time. |
| */ |
| if (ctx->Light.Model.TwoSide) |
| _mesa_update_material(ctx, |
| MAT_BIT_FRONT_EMISSION | |
| MAT_BIT_FRONT_AMBIENT | |
| MAT_BIT_FRONT_DIFFUSE | |
| MAT_BIT_FRONT_SPECULAR | |
| MAT_BIT_BACK_EMISSION | |
| MAT_BIT_BACK_AMBIENT | |
| MAT_BIT_BACK_DIFFUSE | |
| MAT_BIT_BACK_SPECULAR); |
| else |
| _mesa_update_material(ctx, |
| MAT_BIT_FRONT_EMISSION | |
| MAT_BIT_FRONT_AMBIENT | |
| MAT_BIT_FRONT_DIFFUSE | |
| MAT_BIT_FRONT_SPECULAR); |
| } |
| |
| |
| /** |
| * Update state derived from light position, spot direction. |
| * Called upon: |
| * _NEW_MODELVIEW |
| * _NEW_LIGHT |
| * _TNL_NEW_NEED_EYE_COORDS |
| * |
| * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled. |
| * Also update on lighting space changes. |
| */ |
| static void |
| compute_light_positions( struct gl_context *ctx ) |
| { |
| struct gl_light *light; |
| static const GLfloat eye_z[3] = { 0, 0, 1 }; |
| |
| if (!ctx->Light.Enabled) |
| return; |
| |
| if (ctx->_NeedEyeCoords) { |
| COPY_3V( ctx->_EyeZDir, eye_z ); |
| } |
| else { |
| TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m ); |
| } |
| |
| foreach (light, &ctx->Light.EnabledList) { |
| |
| if (ctx->_NeedEyeCoords) { |
| /* _Position is in eye coordinate space */ |
| COPY_4FV( light->_Position, light->EyePosition ); |
| } |
| else { |
| /* _Position is in object coordinate space */ |
| TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv, |
| light->EyePosition ); |
| } |
| |
| if (!(light->_Flags & LIGHT_POSITIONAL)) { |
| /* VP (VP) = Normalize( Position ) */ |
| COPY_3V( light->_VP_inf_norm, light->_Position ); |
| NORMALIZE_3FV( light->_VP_inf_norm ); |
| |
| if (!ctx->Light.Model.LocalViewer) { |
| /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */ |
| ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir); |
| NORMALIZE_3FV( light->_h_inf_norm ); |
| } |
| light->_VP_inf_spot_attenuation = 1.0; |
| } |
| else { |
| /* positional light w/ homogeneous coordinate, divide by W */ |
| GLfloat wInv = (GLfloat)1.0 / light->_Position[3]; |
| light->_Position[0] *= wInv; |
| light->_Position[1] *= wInv; |
| light->_Position[2] *= wInv; |
| } |
| |
| if (light->_Flags & LIGHT_SPOT) { |
| /* Note: we normalize the spot direction now */ |
| |
| if (ctx->_NeedEyeCoords) { |
| COPY_3V( light->_NormSpotDirection, light->SpotDirection ); |
| NORMALIZE_3FV( light->_NormSpotDirection ); |
| } |
| else { |
| GLfloat spotDir[3]; |
| COPY_3V(spotDir, light->SpotDirection); |
| NORMALIZE_3FV(spotDir); |
| TRANSFORM_NORMAL( light->_NormSpotDirection, |
| spotDir, |
| ctx->ModelviewMatrixStack.Top->m); |
| } |
| |
| NORMALIZE_3FV( light->_NormSpotDirection ); |
| |
| if (!(light->_Flags & LIGHT_POSITIONAL)) { |
| GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm, |
| light->_NormSpotDirection); |
| |
| if (PV_dot_dir > light->_CosCutoff) { |
| light->_VP_inf_spot_attenuation = |
| powf(PV_dot_dir, light->SpotExponent); |
| } |
| else { |
| light->_VP_inf_spot_attenuation = 0; |
| } |
| } |
| } |
| } |
| } |
| |
| |
| |
| static void |
| update_modelview_scale( struct gl_context *ctx ) |
| { |
| ctx->_ModelViewInvScale = 1.0F; |
| if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) { |
| const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv; |
| GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10]; |
| if (f < 1e-12) f = 1.0; |
| if (ctx->_NeedEyeCoords) |
| ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f); |
| else |
| ctx->_ModelViewInvScale = (GLfloat) sqrtf(f); |
| } |
| } |
| |
| |
| /** |
| * Bring up to date any state that relies on _NeedEyeCoords. |
| */ |
| void |
| _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state ) |
| { |
| const GLuint oldneedeyecoords = ctx->_NeedEyeCoords; |
| |
| (void) new_state; |
| ctx->_NeedEyeCoords = GL_FALSE; |
| |
| if (ctx->_ForceEyeCoords || |
| (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) || |
| ctx->Point._Attenuated || |
| ctx->Light._NeedEyeCoords) |
| ctx->_NeedEyeCoords = GL_TRUE; |
| |
| if (ctx->Light.Enabled && |
| !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) |
| ctx->_NeedEyeCoords = GL_TRUE; |
| |
| /* Check if the truth-value interpretations of the bitfields have |
| * changed: |
| */ |
| if (oldneedeyecoords != ctx->_NeedEyeCoords) { |
| /* Recalculate all state that depends on _NeedEyeCoords. |
| */ |
| update_modelview_scale(ctx); |
| compute_light_positions( ctx ); |
| |
| if (ctx->Driver.LightingSpaceChange) |
| ctx->Driver.LightingSpaceChange( ctx ); |
| } |
| else { |
| GLuint new_state2 = ctx->NewState; |
| |
| /* Recalculate that same state only if it has been invalidated |
| * by other statechanges. |
| */ |
| if (new_state2 & _NEW_MODELVIEW) |
| update_modelview_scale(ctx); |
| |
| if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW)) |
| compute_light_positions( ctx ); |
| } |
| } |
| |
| |
| /** |
| * Drivers may need this if the hardware tnl unit doesn't support the |
| * light-in-modelspace optimization. It's also useful for debugging. |
| */ |
| void |
| _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag ) |
| { |
| ctx->_ForceEyeCoords = !flag; |
| ctx->NewState |= _NEW_POINT; /* one of the bits from |
| * _MESA_NEW_NEED_EYE_COORDS. |
| */ |
| } |
| |
| |
| |
| /**********************************************************************/ |
| /***** Initialization *****/ |
| /**********************************************************************/ |
| |
| /** |
| * Initialize the n-th light data structure. |
| * |
| * \param l pointer to the gl_light structure to be initialized. |
| * \param n number of the light. |
| * \note The defaults for light 0 are different than the other lights. |
| */ |
| static void |
| init_light( struct gl_light *l, GLuint n ) |
| { |
| make_empty_list( l ); |
| |
| ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 ); |
| if (n==0) { |
| ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 ); |
| ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 ); |
| } |
| else { |
| ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 ); |
| ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 ); |
| } |
| ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 ); |
| ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 ); |
| l->SpotExponent = 0.0; |
| l->SpotCutoff = 180.0; |
| l->_CosCutoff = 0.0; /* KW: -ve values not admitted */ |
| l->ConstantAttenuation = 1.0; |
| l->LinearAttenuation = 0.0; |
| l->QuadraticAttenuation = 0.0; |
| l->Enabled = GL_FALSE; |
| } |
| |
| |
| /** |
| * Initialize the light model data structure. |
| * |
| * \param lm pointer to the gl_lightmodel structure to be initialized. |
| */ |
| static void |
| init_lightmodel( struct gl_lightmodel *lm ) |
| { |
| ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F ); |
| lm->LocalViewer = GL_FALSE; |
| lm->TwoSide = GL_FALSE; |
| lm->ColorControl = GL_SINGLE_COLOR; |
| } |
| |
| |
| /** |
| * Initialize the material data structure. |
| * |
| * \param m pointer to the gl_material structure to be initialized. |
| */ |
| static void |
| init_material( struct gl_material *m ) |
| { |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); |
| |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT], 0.2F, 0.2F, 0.2F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE], 0.8F, 0.8F, 0.8F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F ); |
| ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F ); |
| } |
| |
| |
| /** |
| * Initialize all lighting state for the given context. |
| */ |
| void |
| _mesa_init_lighting( struct gl_context *ctx ) |
| { |
| GLuint i; |
| |
| /* Lighting group */ |
| for (i = 0; i < MAX_LIGHTS; i++) { |
| init_light( &ctx->Light.Light[i], i ); |
| } |
| make_empty_list( &ctx->Light.EnabledList ); |
| |
| init_lightmodel( &ctx->Light.Model ); |
| init_material( &ctx->Light.Material ); |
| ctx->Light.ShadeModel = GL_SMOOTH; |
| ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT; |
| ctx->Light.Enabled = GL_FALSE; |
| ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK; |
| ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE; |
| ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx, |
| GL_FRONT_AND_BACK, |
| GL_AMBIENT_AND_DIFFUSE, ~0, |
| NULL ); |
| |
| ctx->Light.ColorMaterialEnabled = GL_FALSE; |
| ctx->Light.ClampVertexColor = GL_TRUE; |
| |
| /* Miscellaneous */ |
| ctx->Light._NeedEyeCoords = GL_FALSE; |
| ctx->_NeedEyeCoords = GL_FALSE; |
| ctx->_ForceEyeCoords = GL_FALSE; |
| ctx->_ModelViewInvScale = 1.0; |
| } |
| |
| |
| /** |
| * Deallocate malloc'd lighting state attached to given context. |
| */ |
| void |
| _mesa_free_lighting_data( struct gl_context *ctx ) |
| { |
| } |