| /* |
| * Mesa 3-D graphics library |
| * Version: 7.1 |
| * |
| * Copyright (C) 1999-2007 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/feedback.h" |
| #include "main/light.h" |
| #include "main/macros.h" |
| #include "main/simple_list.h" |
| #include "main/mtypes.h" |
| |
| #include "math/m_matrix.h" |
| #include "tnl/tnl.h" |
| |
| |
| |
| /** |
| * Clip a point against the view volume. |
| * |
| * \param v vertex vector describing the point to clip. |
| * |
| * \return zero if outside view volume, or one if inside. |
| */ |
| static GLuint |
| viewclip_point_xy( const GLfloat v[] ) |
| { |
| if ( v[0] > v[3] || v[0] < -v[3] |
| || v[1] > v[3] || v[1] < -v[3] ) { |
| return 0; |
| } |
| else { |
| return 1; |
| } |
| } |
| |
| |
| /** |
| * Clip a point against the far/near Z clipping planes. |
| * |
| * \param v vertex vector describing the point to clip. |
| * |
| * \return zero if outside view volume, or one if inside. |
| */ |
| static GLuint |
| viewclip_point_z( const GLfloat v[] ) |
| { |
| if (v[2] > v[3] || v[2] < -v[3] ) { |
| return 0; |
| } |
| else { |
| return 1; |
| } |
| } |
| |
| |
| /** |
| * Clip a point against the user clipping planes. |
| * |
| * \param ctx GL context. |
| * \param v vertex vector describing the point to clip. |
| * |
| * \return zero if the point was clipped, or one otherwise. |
| */ |
| static GLuint |
| userclip_point( struct gl_context *ctx, const GLfloat v[] ) |
| { |
| GLuint p; |
| |
| for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { |
| if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { |
| GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0] |
| + v[1] * ctx->Transform._ClipUserPlane[p][1] |
| + v[2] * ctx->Transform._ClipUserPlane[p][2] |
| + v[3] * ctx->Transform._ClipUserPlane[p][3]; |
| if (dot < 0.0F) { |
| return 0; |
| } |
| } |
| } |
| |
| return 1; |
| } |
| |
| |
| /** |
| * Compute lighting for the raster position. RGB modes computed. |
| * \param ctx the context |
| * \param vertex vertex location |
| * \param normal normal vector |
| * \param Rcolor returned color |
| * \param Rspec returned specular color (if separate specular enabled) |
| */ |
| static void |
| shade_rastpos(struct gl_context *ctx, |
| const GLfloat vertex[4], |
| const GLfloat normal[3], |
| GLfloat Rcolor[4], |
| GLfloat Rspec[4]) |
| { |
| /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; |
| const struct gl_light *light; |
| GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ |
| |
| COPY_3V(diffuseColor, base[0]); |
| diffuseColor[3] = CLAMP( |
| ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); |
| ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0); |
| |
| foreach (light, &ctx->Light.EnabledList) { |
| GLfloat attenuation = 1.0; |
| GLfloat VP[3]; /* vector from vertex to light pos */ |
| GLfloat n_dot_VP; |
| GLfloat diffuseContrib[3], specularContrib[3]; |
| |
| if (!(light->_Flags & LIGHT_POSITIONAL)) { |
| /* light at infinity */ |
| COPY_3V(VP, light->_VP_inf_norm); |
| attenuation = light->_VP_inf_spot_attenuation; |
| } |
| else { |
| /* local/positional light */ |
| GLfloat d; |
| |
| /* VP = vector from vertex pos to light[i].pos */ |
| SUB_3V(VP, light->_Position, vertex); |
| /* d = length(VP) */ |
| d = (GLfloat) LEN_3FV( VP ); |
| if (d > 1.0e-6) { |
| /* normalize VP */ |
| GLfloat invd = 1.0F / d; |
| SELF_SCALE_SCALAR_3V(VP, invd); |
| } |
| |
| /* atti */ |
| attenuation = 1.0F / (light->ConstantAttenuation + d * |
| (light->LinearAttenuation + d * |
| light->QuadraticAttenuation)); |
| |
| if (light->_Flags & LIGHT_SPOT) { |
| GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection); |
| |
| if (PV_dot_dir<light->_CosCutoff) { |
| continue; |
| } |
| else { |
| GLfloat spot = powf(PV_dot_dir, light->SpotExponent); |
| attenuation *= spot; |
| } |
| } |
| } |
| |
| if (attenuation < 1e-3) |
| continue; |
| |
| n_dot_VP = DOT3( normal, VP ); |
| |
| if (n_dot_VP < 0.0F) { |
| ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]); |
| continue; |
| } |
| |
| /* Ambient + diffuse */ |
| COPY_3V(diffuseContrib, light->_MatAmbient[0]); |
| ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); |
| |
| /* Specular */ |
| { |
| const GLfloat *h; |
| GLfloat n_dot_h; |
| |
| ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); |
| |
| if (ctx->Light.Model.LocalViewer) { |
| GLfloat v[3]; |
| COPY_3V(v, vertex); |
| NORMALIZE_3FV(v); |
| SUB_3V(VP, VP, v); |
| NORMALIZE_3FV(VP); |
| h = VP; |
| } |
| else if (light->_Flags & LIGHT_POSITIONAL) { |
| ACC_3V(VP, ctx->_EyeZDir); |
| NORMALIZE_3FV(VP); |
| h = VP; |
| } |
| else { |
| h = light->_h_inf_norm; |
| } |
| |
| n_dot_h = DOT3(normal, h); |
| |
| if (n_dot_h > 0.0F) { |
| GLfloat shine; |
| GLfloat spec_coef; |
| |
| shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; |
| spec_coef = powf(n_dot_h, shine); |
| |
| if (spec_coef > 1.0e-10) { |
| if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { |
| ACC_SCALE_SCALAR_3V( specularContrib, spec_coef, |
| light->_MatSpecular[0]); |
| } |
| else { |
| ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef, |
| light->_MatSpecular[0]); |
| } |
| } |
| } |
| } |
| |
| ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib ); |
| ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib ); |
| } |
| |
| Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F); |
| Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F); |
| Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F); |
| Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F); |
| Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F); |
| Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F); |
| Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F); |
| Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F); |
| } |
| |
| |
| /** |
| * Do texgen needed for glRasterPos. |
| * \param ctx rendering context |
| * \param vObj object-space vertex coordinate |
| * \param vEye eye-space vertex coordinate |
| * \param normal vertex normal |
| * \param unit texture unit number |
| * \param texcoord incoming texcoord and resulting texcoord |
| */ |
| static void |
| compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye[4], |
| const GLfloat normal[3], GLuint unit, GLfloat texcoord[4]) |
| { |
| const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; |
| |
| /* always compute sphere map terms, just in case */ |
| GLfloat u[3], two_nu, rx, ry, rz, m, mInv; |
| COPY_3V(u, vEye); |
| NORMALIZE_3FV(u); |
| two_nu = 2.0F * DOT3(normal, u); |
| rx = u[0] - normal[0] * two_nu; |
| ry = u[1] - normal[1] * two_nu; |
| rz = u[2] - normal[2] * two_nu; |
| m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F); |
| if (m > 0.0F) |
| mInv = 0.5F * INV_SQRTF(m); |
| else |
| mInv = 0.0F; |
| |
| if (texUnit->TexGenEnabled & S_BIT) { |
| switch (texUnit->GenS.Mode) { |
| case GL_OBJECT_LINEAR: |
| texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane); |
| break; |
| case GL_EYE_LINEAR: |
| texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane); |
| break; |
| case GL_SPHERE_MAP: |
| texcoord[0] = rx * mInv + 0.5F; |
| break; |
| case GL_REFLECTION_MAP: |
| texcoord[0] = rx; |
| break; |
| case GL_NORMAL_MAP: |
| texcoord[0] = normal[0]; |
| break; |
| default: |
| _mesa_problem(ctx, "Bad S texgen in compute_texgen()"); |
| return; |
| } |
| } |
| |
| if (texUnit->TexGenEnabled & T_BIT) { |
| switch (texUnit->GenT.Mode) { |
| case GL_OBJECT_LINEAR: |
| texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane); |
| break; |
| case GL_EYE_LINEAR: |
| texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane); |
| break; |
| case GL_SPHERE_MAP: |
| texcoord[1] = ry * mInv + 0.5F; |
| break; |
| case GL_REFLECTION_MAP: |
| texcoord[1] = ry; |
| break; |
| case GL_NORMAL_MAP: |
| texcoord[1] = normal[1]; |
| break; |
| default: |
| _mesa_problem(ctx, "Bad T texgen in compute_texgen()"); |
| return; |
| } |
| } |
| |
| if (texUnit->TexGenEnabled & R_BIT) { |
| switch (texUnit->GenR.Mode) { |
| case GL_OBJECT_LINEAR: |
| texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane); |
| break; |
| case GL_EYE_LINEAR: |
| texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane); |
| break; |
| case GL_REFLECTION_MAP: |
| texcoord[2] = rz; |
| break; |
| case GL_NORMAL_MAP: |
| texcoord[2] = normal[2]; |
| break; |
| default: |
| _mesa_problem(ctx, "Bad R texgen in compute_texgen()"); |
| return; |
| } |
| } |
| |
| if (texUnit->TexGenEnabled & Q_BIT) { |
| switch (texUnit->GenQ.Mode) { |
| case GL_OBJECT_LINEAR: |
| texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane); |
| break; |
| case GL_EYE_LINEAR: |
| texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane); |
| break; |
| default: |
| _mesa_problem(ctx, "Bad Q texgen in compute_texgen()"); |
| return; |
| } |
| } |
| } |
| |
| |
| /** |
| * glRasterPos transformation. Typically called via ctx->Driver.RasterPos(). |
| * XXX some of this code (such as viewport xform, clip testing and setting |
| * of ctx->Current.Raster* fields) could get lifted up into the |
| * main/rasterpos.c code. |
| * |
| * \param vObj vertex position in object space |
| */ |
| void |
| _tnl_RasterPos(struct gl_context *ctx, const GLfloat vObj[4]) |
| { |
| if (ctx->VertexProgram._Enabled) { |
| /* XXX implement this */ |
| _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos"); |
| return; |
| } |
| else { |
| GLfloat eye[4], clip[4], ndc[3], d; |
| GLfloat *norm, eyenorm[3]; |
| GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; |
| |
| /* apply modelview matrix: eye = MV * obj */ |
| TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj ); |
| /* apply projection matrix: clip = Proj * eye */ |
| TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); |
| |
| /* clip to view volume. */ |
| if (!ctx->Transform.DepthClamp) { |
| if (viewclip_point_z(clip) == 0) { |
| ctx->Current.RasterPosValid = GL_FALSE; |
| return; |
| } |
| } |
| if (!ctx->Transform.RasterPositionUnclipped) { |
| if (viewclip_point_xy(clip) == 0) { |
| ctx->Current.RasterPosValid = GL_FALSE; |
| return; |
| } |
| } |
| |
| /* clip to user clipping planes */ |
| if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { |
| ctx->Current.RasterPosValid = GL_FALSE; |
| return; |
| } |
| |
| /* ndc = clip / W */ |
| d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3]; |
| ndc[0] = clip[0] * d; |
| ndc[1] = clip[1] * d; |
| ndc[2] = clip[2] * d; |
| /* wincoord = viewport_mapping(ndc) */ |
| ctx->Current.RasterPos[0] = (ndc[0] * ctx->Viewport._WindowMap.m[MAT_SX] |
| + ctx->Viewport._WindowMap.m[MAT_TX]); |
| ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport._WindowMap.m[MAT_SY] |
| + ctx->Viewport._WindowMap.m[MAT_TY]); |
| ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport._WindowMap.m[MAT_SZ] |
| + ctx->Viewport._WindowMap.m[MAT_TZ]) |
| / ctx->DrawBuffer->_DepthMaxF; |
| ctx->Current.RasterPos[3] = clip[3]; |
| |
| if (ctx->Transform.DepthClamp) { |
| ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3], |
| ctx->Viewport.Near, |
| ctx->Viewport.Far); |
| } |
| |
| /* compute raster distance */ |
| if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) |
| ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; |
| else |
| ctx->Current.RasterDistance = |
| SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); |
| |
| /* compute transformed normal vector (for lighting or texgen) */ |
| if (ctx->_NeedEyeCoords) { |
| const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; |
| TRANSFORM_NORMAL( eyenorm, objnorm, inv ); |
| norm = eyenorm; |
| } |
| else { |
| norm = objnorm; |
| } |
| |
| /* update raster color */ |
| if (ctx->Light.Enabled) { |
| /* lighting */ |
| shade_rastpos( ctx, vObj, norm, |
| ctx->Current.RasterColor, |
| ctx->Current.RasterSecondaryColor ); |
| } |
| else { |
| /* use current color */ |
| COPY_4FV(ctx->Current.RasterColor, |
| ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); |
| COPY_4FV(ctx->Current.RasterSecondaryColor, |
| ctx->Current.Attrib[VERT_ATTRIB_COLOR1]); |
| } |
| |
| /* texture coords */ |
| { |
| GLuint u; |
| for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { |
| GLfloat tc[4]; |
| COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); |
| if (ctx->Texture.Unit[u].TexGenEnabled) { |
| compute_texgen(ctx, vObj, eye, norm, u, tc); |
| } |
| TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], |
| ctx->TextureMatrixStack[u].Top->m, tc); |
| } |
| } |
| |
| ctx->Current.RasterPosValid = GL_TRUE; |
| } |
| |
| if (ctx->RenderMode == GL_SELECT) { |
| _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); |
| } |
| } |