| /* |
| * Mesa 3-D graphics library |
| * Version: 6.5 |
| * |
| * Copyright (C) 1999-2006 Brian Paul 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 "main/glheader.h" |
| #include "main/colormac.h" |
| #include "main/light.h" |
| #include "main/macros.h" |
| #include "main/imports.h" |
| #include "main/simple_list.h" |
| #include "main/mtypes.h" |
| |
| #include "math/m_translate.h" |
| |
| #include "t_context.h" |
| #include "t_pipeline.h" |
| #include "tnl.h" |
| |
| #define LIGHT_TWOSIDE 0x1 |
| #define LIGHT_MATERIAL 0x2 |
| #define MAX_LIGHT_FUNC 0x4 |
| |
| typedef void (*light_func)( struct gl_context *ctx, |
| struct vertex_buffer *VB, |
| struct tnl_pipeline_stage *stage, |
| GLvector4f *input ); |
| |
| /** |
| * Information for updating current material attributes from vertex color, |
| * for GL_COLOR_MATERIAL. |
| */ |
| struct material_cursor { |
| const GLfloat *ptr; /* points to src vertex color (in VB array) */ |
| GLuint stride; /* stride to next vertex color (bytes) */ |
| GLfloat *current; /* points to material attribute to update */ |
| GLuint size; /* vertex/color size: 1, 2, 3 or 4 */ |
| }; |
| |
| /** |
| * Data private to this pipeline stage. |
| */ |
| struct light_stage_data { |
| GLvector4f Input; |
| GLvector4f LitColor[2]; |
| GLvector4f LitSecondary[2]; |
| light_func *light_func_tab; |
| |
| struct material_cursor mat[MAT_ATTRIB_MAX]; |
| GLuint mat_count; |
| GLuint mat_bitmask; |
| }; |
| |
| |
| #define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr)) |
| |
| |
| |
| /**********************************************************************/ |
| /***** Lighting computation *****/ |
| /**********************************************************************/ |
| |
| |
| /* |
| * Notes: |
| * When two-sided lighting is enabled we compute the color (or index) |
| * for both the front and back side of the primitive. Then, when the |
| * orientation of the facet is later learned, we can determine which |
| * color (or index) to use for rendering. |
| * |
| * KW: We now know orientation in advance and only shade for |
| * the side or sides which are actually required. |
| * |
| * Variables: |
| * n = normal vector |
| * V = vertex position |
| * P = light source position |
| * Pe = (0,0,0,1) |
| * |
| * Precomputed: |
| * IF P[3]==0 THEN |
| * // light at infinity |
| * IF local_viewer THEN |
| * _VP_inf_norm = unit vector from V to P // Precompute |
| * ELSE |
| * // eye at infinity |
| * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute |
| * ENDIF |
| * ENDIF |
| * |
| * Functions: |
| * Normalize( v ) = normalized vector v |
| * Magnitude( v ) = length of vector v |
| */ |
| |
| |
| |
| static void |
| validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess ) |
| { |
| TNLcontext *tnl = TNL_CONTEXT(ctx); |
| struct tnl_shine_tab *list = tnl->_ShineTabList; |
| struct tnl_shine_tab *s; |
| |
| ASSERT(side < 2); |
| |
| foreach(s, list) |
| if ( s->shininess == shininess ) |
| break; |
| |
| if (s == list) { |
| GLint j; |
| GLfloat *m; |
| |
| foreach(s, list) |
| if (s->refcount == 0) |
| break; |
| |
| m = s->tab; |
| m[0] = 0.0; |
| if (shininess == 0.0) { |
| for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++) |
| m[j] = 1.0; |
| } |
| else { |
| for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) { |
| GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1); |
| if (x < 0.005) /* underflow check */ |
| x = 0.005; |
| t = pow(x, shininess); |
| if (t > 1e-20) |
| m[j] = (GLfloat) t; |
| else |
| m[j] = 0.0; |
| } |
| m[SHINE_TABLE_SIZE] = 1.0; |
| } |
| |
| s->shininess = shininess; |
| } |
| |
| if (tnl->_ShineTable[side]) |
| tnl->_ShineTable[side]->refcount--; |
| |
| tnl->_ShineTable[side] = s; |
| move_to_tail( list, s ); |
| s->refcount++; |
| } |
| |
| |
| void |
| _tnl_validate_shine_tables( struct gl_context *ctx ) |
| { |
| TNLcontext *tnl = TNL_CONTEXT(ctx); |
| GLfloat shininess; |
| |
| shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; |
| if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess) |
| validate_shine_table( ctx, 0, shininess ); |
| |
| shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0]; |
| if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess) |
| validate_shine_table( ctx, 1, shininess ); |
| } |
| |
| |
| /** |
| * In the case of colormaterial, the effected material attributes |
| * should already have been bound to point to the incoming color data, |
| * prior to running the pipeline. |
| * This function copies the vertex's color to the material attributes |
| * which are tracking glColor. |
| * It's called per-vertex in the lighting loop. |
| */ |
| static void |
| update_materials(struct gl_context *ctx, struct light_stage_data *store) |
| { |
| GLuint i; |
| |
| for (i = 0 ; i < store->mat_count ; i++) { |
| /* update the material */ |
| COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr); |
| /* increment src vertex color pointer */ |
| STRIDE_F(store->mat[i].ptr, store->mat[i].stride); |
| } |
| |
| /* recompute derived light/material values */ |
| _mesa_update_material( ctx, store->mat_bitmask ); |
| /* XXX we should only call this if we're tracking/changing the specular |
| * exponent. |
| */ |
| _tnl_validate_shine_tables( ctx ); |
| } |
| |
| |
| /** |
| * Prepare things prior to running the lighting stage. |
| * Return number of material attributes which will track vertex color. |
| */ |
| static GLuint |
| prepare_materials(struct gl_context *ctx, |
| struct vertex_buffer *VB, struct light_stage_data *store) |
| { |
| GLuint i; |
| |
| store->mat_count = 0; |
| store->mat_bitmask = 0; |
| |
| /* Examine the _ColorMaterialBitmask to determine which materials |
| * track vertex color. Override the material attribute's pointer |
| * with the color pointer for each one. |
| */ |
| if (ctx->Light.ColorMaterialEnabled) { |
| const GLuint bitmask = ctx->Light._ColorMaterialBitmask; |
| for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) |
| if (bitmask & (1<<i)) |
| VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0]; |
| } |
| |
| /* Now, for each material attribute that's tracking vertex color, save |
| * some values (ptr, stride, size, current) that we'll need in |
| * update_materials(), above, that'll actually copy the vertex color to |
| * the material attribute(s). |
| */ |
| for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) { |
| if (VB->AttribPtr[i]->stride) { |
| const GLuint j = store->mat_count++; |
| const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT; |
| store->mat[j].ptr = VB->AttribPtr[i]->start; |
| store->mat[j].stride = VB->AttribPtr[i]->stride; |
| store->mat[j].size = VB->AttribPtr[i]->size; |
| store->mat[j].current = ctx->Light.Material.Attrib[attr]; |
| store->mat_bitmask |= (1<<attr); |
| } |
| } |
| |
| /* FIXME: Is this already done? |
| */ |
| _mesa_update_material( ctx, ~0 ); |
| |
| _tnl_validate_shine_tables( ctx ); |
| |
| return store->mat_count; |
| } |
| |
| /* |
| * Compute dp ^ SpecularExponent. |
| * Lerp between adjacent values in the f(x) lookup table, giving a |
| * continuous function, with adequate overall accuracy. (Though still |
| * pretty good compared to a straight lookup). |
| */ |
| static inline GLfloat |
| lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp) |
| { |
| TNLcontext *tnl = TNL_CONTEXT(ctx); |
| const struct tnl_shine_tab *tab = tnl->_ShineTable[face]; |
| float f = dp * (SHINE_TABLE_SIZE - 1); |
| int k = (int) f; |
| if (k < 0 /* gcc may cast an overflow float value to negative int value */ |
| || k > SHINE_TABLE_SIZE - 2) |
| return powf(dp, tab->shininess); |
| else |
| return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]); |
| } |
| |
| /* Tables for all the shading functions. |
| */ |
| static light_func _tnl_light_tab[MAX_LIGHT_FUNC]; |
| static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC]; |
| static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC]; |
| static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC]; |
| |
| #define TAG(x) x |
| #define IDX (0) |
| #include "t_vb_lighttmp.h" |
| |
| #define TAG(x) x##_twoside |
| #define IDX (LIGHT_TWOSIDE) |
| #include "t_vb_lighttmp.h" |
| |
| #define TAG(x) x##_material |
| #define IDX (LIGHT_MATERIAL) |
| #include "t_vb_lighttmp.h" |
| |
| #define TAG(x) x##_twoside_material |
| #define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL) |
| #include "t_vb_lighttmp.h" |
| |
| |
| static void init_lighting_tables( void ) |
| { |
| static int done; |
| |
| if (!done) { |
| init_light_tab(); |
| init_light_tab_twoside(); |
| init_light_tab_material(); |
| init_light_tab_twoside_material(); |
| done = 1; |
| } |
| } |
| |
| |
| static GLboolean run_lighting( struct gl_context *ctx, |
| struct tnl_pipeline_stage *stage ) |
| { |
| struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
| TNLcontext *tnl = TNL_CONTEXT(ctx); |
| struct vertex_buffer *VB = &tnl->vb; |
| GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS]; |
| GLuint idx; |
| |
| if (!ctx->Light.Enabled || ctx->VertexProgram._Current) |
| return GL_TRUE; |
| |
| /* Make sure we can talk about position x,y and z: |
| */ |
| if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) { |
| |
| _math_trans_4f( store->Input.data, |
| VB->AttribPtr[_TNL_ATTRIB_POS]->data, |
| VB->AttribPtr[_TNL_ATTRIB_POS]->stride, |
| GL_FLOAT, |
| VB->AttribPtr[_TNL_ATTRIB_POS]->size, |
| 0, |
| VB->Count ); |
| |
| if (input->size <= 2) { |
| /* Clean z. |
| */ |
| _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2); |
| } |
| |
| if (input->size <= 1) { |
| /* Clean y. |
| */ |
| _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1); |
| } |
| |
| input = &store->Input; |
| } |
| |
| idx = 0; |
| |
| if (prepare_materials( ctx, VB, store )) |
| idx |= LIGHT_MATERIAL; |
| |
| if (ctx->Light.Model.TwoSide) |
| idx |= LIGHT_TWOSIDE; |
| |
| /* The individual functions know about replaying side-effects |
| * vs. full re-execution. |
| */ |
| store->light_func_tab[idx]( ctx, VB, stage, input ); |
| |
| return GL_TRUE; |
| } |
| |
| |
| /* Called in place of do_lighting when the light table may have changed. |
| */ |
| static void validate_lighting( struct gl_context *ctx, |
| struct tnl_pipeline_stage *stage ) |
| { |
| light_func *tab; |
| |
| if (!ctx->Light.Enabled || ctx->VertexProgram._Current) |
| return; |
| |
| if (ctx->Light._NeedVertices) { |
| if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) |
| tab = _tnl_light_spec_tab; |
| else |
| tab = _tnl_light_tab; |
| } |
| else { |
| if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) |
| tab = _tnl_light_fast_single_tab; |
| else |
| tab = _tnl_light_fast_tab; |
| } |
| |
| |
| LIGHT_STAGE_DATA(stage)->light_func_tab = tab; |
| |
| /* This and the above should only be done on _NEW_LIGHT: |
| */ |
| TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); |
| } |
| |
| |
| |
| /* Called the first time stage->run is called. In effect, don't |
| * allocate data until the first time the stage is run. |
| */ |
| static GLboolean init_lighting( struct gl_context *ctx, |
| struct tnl_pipeline_stage *stage ) |
| { |
| TNLcontext *tnl = TNL_CONTEXT(ctx); |
| struct light_stage_data *store; |
| GLuint size = tnl->vb.Size; |
| |
| stage->privatePtr = MALLOC(sizeof(*store)); |
| store = LIGHT_STAGE_DATA(stage); |
| if (!store) |
| return GL_FALSE; |
| |
| /* Do onetime init. |
| */ |
| init_lighting_tables(); |
| |
| _mesa_vector4f_alloc( &store->Input, 0, size, 32 ); |
| _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 ); |
| _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 ); |
| _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 ); |
| _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 ); |
| |
| store->LitColor[0].size = 4; |
| store->LitColor[1].size = 4; |
| store->LitSecondary[0].size = 3; |
| store->LitSecondary[1].size = 3; |
| |
| return GL_TRUE; |
| } |
| |
| |
| |
| |
| static void dtr( struct tnl_pipeline_stage *stage ) |
| { |
| struct light_stage_data *store = LIGHT_STAGE_DATA(stage); |
| |
| if (store) { |
| _mesa_vector4f_free( &store->Input ); |
| _mesa_vector4f_free( &store->LitColor[0] ); |
| _mesa_vector4f_free( &store->LitColor[1] ); |
| _mesa_vector4f_free( &store->LitSecondary[0] ); |
| _mesa_vector4f_free( &store->LitSecondary[1] ); |
| FREE( store ); |
| stage->privatePtr = NULL; |
| } |
| } |
| |
| const struct tnl_pipeline_stage _tnl_lighting_stage = |
| { |
| "lighting", /* name */ |
| NULL, /* private_data */ |
| init_lighting, |
| dtr, /* destroy */ |
| validate_lighting, |
| run_lighting |
| }; |