1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5  * Copyright (C) 2009  VMware, Inc.  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  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23  * OTHER DEALINGS IN THE SOFTWARE.
24  */
25 
26 
27 #include "c99_math.h"
28 #include "glheader.h"
29 #include "context.h"
30 #include "enums.h"
31 #include "light.h"
32 #include "macros.h"
33 #include "mtypes.h"
34 #include "math/m_matrix.h"
35 #include "util/bitscan.h"
36 #include "api_exec_decl.h"
37 
38 
39 void GLAPIENTRY
_mesa_ShadeModel(GLenum mode)40 _mesa_ShadeModel( GLenum mode )
41 {
42    GET_CURRENT_CONTEXT(ctx);
43 
44    if (MESA_VERBOSE & VERBOSE_API)
45       _mesa_debug(ctx, "glShadeModel %s\n", _mesa_enum_to_string(mode));
46 
47    if (ctx->Light.ShadeModel == mode)
48       return;
49 
50    if (mode != GL_FLAT && mode != GL_SMOOTH) {
51       _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
52       return;
53    }
54 
55    FLUSH_VERTICES(ctx, _NEW_LIGHT_STATE, GL_LIGHTING_BIT);
56    ctx->Light.ShadeModel = mode;
57 }
58 
59 
60 /**
61  * Set the provoking vertex (the vertex which specifies the prim's
62  * color when flat shading) to either the first or last vertex of the
63  * triangle or line.
64  */
65 void GLAPIENTRY
_mesa_ProvokingVertex(GLenum mode)66 _mesa_ProvokingVertex(GLenum mode)
67 {
68    GET_CURRENT_CONTEXT(ctx);
69 
70    if (MESA_VERBOSE&VERBOSE_API)
71       _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
72 
73    if (ctx->Light.ProvokingVertex == mode)
74       return;
75 
76    switch (mode) {
77    case GL_FIRST_VERTEX_CONVENTION_EXT:
78    case GL_LAST_VERTEX_CONVENTION_EXT:
79       break;
80    default:
81       _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
82       return;
83    }
84 
85    FLUSH_VERTICES(ctx, _NEW_LIGHT_STATE, GL_LIGHTING_BIT);
86    ctx->Light.ProvokingVertex = mode;
87 }
88 
89 
90 /**
91  * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
92  * per-light state.
93  * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
94  * will have already been transformed by the modelview matrix!
95  * Also, all error checking should have already been done.
96  */
97 static void
do_light(struct gl_context * ctx,GLuint lnum,GLenum pname,const GLfloat * params)98 do_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
99 {
100    struct gl_light *light;
101 
102    assert(lnum < MAX_LIGHTS);
103    light = &ctx->Light.Light[lnum];
104 
105    struct gl_light_uniforms *lu = &ctx->Light.LightSource[lnum];
106 
107    switch (pname) {
108    case GL_AMBIENT:
109       if (TEST_EQ_4V(lu->Ambient, params))
110 	 return;
111       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
112       COPY_4V( lu->Ambient, params );
113       break;
114    case GL_DIFFUSE:
115       if (TEST_EQ_4V(lu->Diffuse, params))
116 	 return;
117       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
118       COPY_4V( lu->Diffuse, params );
119       break;
120    case GL_SPECULAR:
121       if (TEST_EQ_4V(lu->Specular, params))
122 	 return;
123       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
124       COPY_4V( lu->Specular, params );
125       break;
126    case GL_POSITION: {
127       /* NOTE: position has already been transformed by ModelView! */
128       if (TEST_EQ_4V(lu->EyePosition, params))
129 	 return;
130       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
131 
132       bool old_positional = lu->EyePosition[3] != 0.0f;
133       bool positional = params[3] != 0.0f;
134       COPY_4V(lu->EyePosition, params);
135 
136       if (positional != old_positional) {
137          if (positional)
138             light->_Flags |= LIGHT_POSITIONAL;
139          else
140             light->_Flags &= ~LIGHT_POSITIONAL;
141 
142          /* Used by fixed-func vertex program. */
143          ctx->NewState |= _NEW_FF_VERT_PROGRAM;
144       }
145 
146       static const GLfloat eye_z[] = {0, 0, 1};
147       GLfloat p[3];
148       /* Compute infinite half angle vector:
149        *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
150        * light.EyePosition.w should be 0 for infinite lights.
151        */
152       COPY_3V(p, params);
153       NORMALIZE_3FV(p);
154       ADD_3V(p, p, eye_z);
155       NORMALIZE_3FV(p);
156       COPY_3V(lu->_HalfVector, p);
157       lu->_HalfVector[3] = 1.0;
158       break;
159    }
160    case GL_SPOT_DIRECTION:
161       /* NOTE: Direction already transformed by inverse ModelView! */
162       if (TEST_EQ_3V(lu->SpotDirection, params))
163 	 return;
164       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
165       COPY_3V(lu->SpotDirection, params);
166       break;
167    case GL_SPOT_EXPONENT:
168       assert(params[0] >= 0.0F);
169       assert(params[0] <= ctx->Const.MaxSpotExponent);
170       if (lu->SpotExponent == params[0])
171 	 return;
172       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
173       lu->SpotExponent = params[0];
174       break;
175    case GL_SPOT_CUTOFF: {
176       assert(params[0] == 180.0F || (params[0] >= 0.0F && params[0] <= 90.0F));
177       if (lu->SpotCutoff == params[0])
178          return;
179       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
180 
181       bool old_is_180 = lu->SpotCutoff == 180.0f;
182       bool is_180 = params[0] == 180.0f;
183       lu->SpotCutoff = params[0];
184       lu->_CosCutoff = (cosf(lu->SpotCutoff * M_PI / 180.0));
185       if (lu->_CosCutoff < 0)
186          lu->_CosCutoff = 0;
187 
188       if (is_180 != old_is_180) {
189          if (!is_180)
190             light->_Flags |= LIGHT_SPOT;
191          else
192             light->_Flags &= ~LIGHT_SPOT;
193 
194          /* Used by fixed-func vertex program. */
195          ctx->NewState |= _NEW_FF_VERT_PROGRAM;
196       }
197       break;
198    }
199    case GL_CONSTANT_ATTENUATION: {
200       assert(params[0] >= 0.0F);
201       if (lu->ConstantAttenuation == params[0])
202 	 return;
203       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
204 
205       bool old_is_one = lu->ConstantAttenuation == 1.0f;
206       bool is_one = params[0] == 1.0f;
207       lu->ConstantAttenuation = params[0];
208 
209       if (old_is_one != is_one) {
210          /* Used by fixed-func vertex program. */
211          ctx->NewState |= _NEW_FF_VERT_PROGRAM;
212       }
213       break;
214    }
215    case GL_LINEAR_ATTENUATION: {
216       assert(params[0] >= 0.0F);
217       if (lu->LinearAttenuation == params[0])
218 	 return;
219       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
220 
221       bool old_is_zero = lu->LinearAttenuation == 0.0f;
222       bool is_zero = params[0] == 0.0f;
223       lu->LinearAttenuation = params[0];
224 
225       if (old_is_zero != is_zero) {
226          /* Used by fixed-func vertex program. */
227          ctx->NewState |= _NEW_FF_VERT_PROGRAM;
228       }
229       break;
230    }
231    case GL_QUADRATIC_ATTENUATION: {
232       assert(params[0] >= 0.0F);
233       if (lu->QuadraticAttenuation == params[0])
234 	 return;
235       FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
236 
237       bool old_is_zero = lu->QuadraticAttenuation == 0.0f;
238       bool is_zero = params[0] == 0.0f;
239       lu->QuadraticAttenuation = params[0];
240 
241       if (old_is_zero != is_zero) {
242          /* Used by fixed-func vertex program. */
243          ctx->NewState |= _NEW_FF_VERT_PROGRAM;
244       }
245       break;
246    }
247    default:
248       unreachable("Unexpected pname in do_light()");
249    }
250 }
251 
252 
253 void GLAPIENTRY
_mesa_Lightf(GLenum light,GLenum pname,GLfloat param)254 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
255 {
256    GLfloat fparam[4];
257    fparam[0] = param;
258    fparam[1] = fparam[2] = fparam[3] = 0.0F;
259    _mesa_Lightfv( light, pname, fparam );
260 }
261 
262 
263 void GLAPIENTRY
_mesa_Lightfv(GLenum light,GLenum pname,const GLfloat * params)264 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
265 {
266    GET_CURRENT_CONTEXT(ctx);
267    GLint i = (GLint) (light - GL_LIGHT0);
268    GLfloat temp[4];
269 
270    if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
271       _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
272       return;
273    }
274 
275    /* do particular error checks, transformations */
276    switch (pname) {
277    case GL_AMBIENT:
278    case GL_DIFFUSE:
279    case GL_SPECULAR:
280       /* nothing */
281       break;
282    case GL_POSITION:
283       /* transform position by ModelView matrix */
284       TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
285       params = temp;
286       break;
287    case GL_SPOT_DIRECTION:
288       /* transform direction by inverse modelview */
289       if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
290 	 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
291       }
292       TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
293       params = temp;
294       break;
295    case GL_SPOT_EXPONENT:
296       if (params[0] < 0.0F || params[0] > ctx->Const.MaxSpotExponent) {
297 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
298 	 return;
299       }
300       break;
301    case GL_SPOT_CUTOFF:
302       if ((params[0] < 0.0F || params[0] > 90.0F) && params[0] != 180.0F) {
303 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
304 	 return;
305       }
306       break;
307    case GL_CONSTANT_ATTENUATION:
308    case GL_LINEAR_ATTENUATION:
309    case GL_QUADRATIC_ATTENUATION:
310       if (params[0] < 0.0F) {
311 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
312 	 return;
313       }
314       break;
315    default:
316       _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
317       return;
318    }
319 
320    do_light(ctx, i, pname, params);
321 }
322 
323 
324 void GLAPIENTRY
_mesa_Lighti(GLenum light,GLenum pname,GLint param)325 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
326 {
327    GLint iparam[4];
328    iparam[0] = param;
329    iparam[1] = iparam[2] = iparam[3] = 0;
330    _mesa_Lightiv( light, pname, iparam );
331 }
332 
333 
334 void GLAPIENTRY
_mesa_Lightiv(GLenum light,GLenum pname,const GLint * params)335 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
336 {
337    GLfloat fparam[4];
338 
339    switch (pname) {
340       case GL_AMBIENT:
341       case GL_DIFFUSE:
342       case GL_SPECULAR:
343          fparam[0] = INT_TO_FLOAT( params[0] );
344          fparam[1] = INT_TO_FLOAT( params[1] );
345          fparam[2] = INT_TO_FLOAT( params[2] );
346          fparam[3] = INT_TO_FLOAT( params[3] );
347          break;
348       case GL_POSITION:
349          fparam[0] = (GLfloat) params[0];
350          fparam[1] = (GLfloat) params[1];
351          fparam[2] = (GLfloat) params[2];
352          fparam[3] = (GLfloat) params[3];
353          break;
354       case GL_SPOT_DIRECTION:
355          fparam[0] = (GLfloat) params[0];
356          fparam[1] = (GLfloat) params[1];
357          fparam[2] = (GLfloat) params[2];
358          break;
359       case GL_SPOT_EXPONENT:
360       case GL_SPOT_CUTOFF:
361       case GL_CONSTANT_ATTENUATION:
362       case GL_LINEAR_ATTENUATION:
363       case GL_QUADRATIC_ATTENUATION:
364          fparam[0] = (GLfloat) params[0];
365          break;
366       default:
367          /* error will be caught later in gl_Lightfv */
368          ;
369    }
370 
371    _mesa_Lightfv( light, pname, fparam );
372 }
373 
374 
375 
376 void GLAPIENTRY
_mesa_GetLightfv(GLenum light,GLenum pname,GLfloat * params)377 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
378 {
379    GET_CURRENT_CONTEXT(ctx);
380    GLint l = (GLint) (light - GL_LIGHT0);
381 
382    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
383       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
384       return;
385    }
386 
387    switch (pname) {
388       case GL_AMBIENT:
389          COPY_4V( params, ctx->Light.LightSource[l].Ambient );
390          break;
391       case GL_DIFFUSE:
392          COPY_4V( params, ctx->Light.LightSource[l].Diffuse );
393          break;
394       case GL_SPECULAR:
395          COPY_4V( params, ctx->Light.LightSource[l].Specular );
396          break;
397       case GL_POSITION:
398          COPY_4V( params, ctx->Light.LightSource[l].EyePosition );
399          break;
400       case GL_SPOT_DIRECTION:
401          COPY_3V( params, ctx->Light.LightSource[l].SpotDirection );
402          break;
403       case GL_SPOT_EXPONENT:
404          params[0] = ctx->Light.LightSource[l].SpotExponent;
405          break;
406       case GL_SPOT_CUTOFF:
407          params[0] = ctx->Light.LightSource[l].SpotCutoff;
408          break;
409       case GL_CONSTANT_ATTENUATION:
410          params[0] = ctx->Light.LightSource[l].ConstantAttenuation;
411          break;
412       case GL_LINEAR_ATTENUATION:
413          params[0] = ctx->Light.LightSource[l].LinearAttenuation;
414          break;
415       case GL_QUADRATIC_ATTENUATION:
416          params[0] = ctx->Light.LightSource[l].QuadraticAttenuation;
417          break;
418       default:
419          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
420          break;
421    }
422 }
423 
424 
425 void GLAPIENTRY
_mesa_GetLightiv(GLenum light,GLenum pname,GLint * params)426 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
427 {
428    GET_CURRENT_CONTEXT(ctx);
429    GLint l = (GLint) (light - GL_LIGHT0);
430 
431    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
432       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
433       return;
434    }
435 
436    switch (pname) {
437       case GL_AMBIENT:
438          params[0] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[0]);
439          params[1] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[1]);
440          params[2] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[2]);
441          params[3] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[3]);
442          break;
443       case GL_DIFFUSE:
444          params[0] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[0]);
445          params[1] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[1]);
446          params[2] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[2]);
447          params[3] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[3]);
448          break;
449       case GL_SPECULAR:
450          params[0] = FLOAT_TO_INT(ctx->Light.LightSource[l].Specular[0]);
451          params[1] = FLOAT_TO_INT(ctx->Light.LightSource[l].Specular[1]);
452          params[2] = FLOAT_TO_INT(ctx->Light.LightSource[l].Specular[2]);
453          params[3] = FLOAT_TO_INT(ctx->Light.LightSource[l].Specular[3]);
454          break;
455       case GL_POSITION:
456          params[0] = (GLint) ctx->Light.LightSource[l].EyePosition[0];
457          params[1] = (GLint) ctx->Light.LightSource[l].EyePosition[1];
458          params[2] = (GLint) ctx->Light.LightSource[l].EyePosition[2];
459          params[3] = (GLint) ctx->Light.LightSource[l].EyePosition[3];
460          break;
461       case GL_SPOT_DIRECTION:
462          params[0] = (GLint) ctx->Light.LightSource[l].SpotDirection[0];
463          params[1] = (GLint) ctx->Light.LightSource[l].SpotDirection[1];
464          params[2] = (GLint) ctx->Light.LightSource[l].SpotDirection[2];
465          break;
466       case GL_SPOT_EXPONENT:
467          params[0] = (GLint) ctx->Light.LightSource[l].SpotExponent;
468          break;
469       case GL_SPOT_CUTOFF:
470          params[0] = (GLint) ctx->Light.LightSource[l].SpotCutoff;
471          break;
472       case GL_CONSTANT_ATTENUATION:
473          params[0] = (GLint) ctx->Light.LightSource[l].ConstantAttenuation;
474          break;
475       case GL_LINEAR_ATTENUATION:
476          params[0] = (GLint) ctx->Light.LightSource[l].LinearAttenuation;
477          break;
478       case GL_QUADRATIC_ATTENUATION:
479          params[0] = (GLint) ctx->Light.LightSource[l].QuadraticAttenuation;
480          break;
481       default:
482          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
483          break;
484    }
485 }
486 
487 
488 
489 /**********************************************************************/
490 /***                        Light Model                             ***/
491 /**********************************************************************/
492 
493 
494 void GLAPIENTRY
_mesa_LightModelfv(GLenum pname,const GLfloat * params)495 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
496 {
497    GLenum newenum;
498    GLboolean newbool;
499    GET_CURRENT_CONTEXT(ctx);
500 
501    switch (pname) {
502       case GL_LIGHT_MODEL_AMBIENT:
503          if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
504 	    return;
505 	 FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS, GL_LIGHTING_BIT);
506          COPY_4V( ctx->Light.Model.Ambient, params );
507          break;
508       case GL_LIGHT_MODEL_LOCAL_VIEWER:
509          if (ctx->API != API_OPENGL_COMPAT)
510             goto invalid_pname;
511          newbool = (params[0] != 0.0F);
512 	 if (ctx->Light.Model.LocalViewer == newbool)
513 	    return;
514 	 FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM,
515                         GL_LIGHTING_BIT);
516 	 ctx->Light.Model.LocalViewer = newbool;
517          break;
518       case GL_LIGHT_MODEL_TWO_SIDE:
519          newbool = (params[0] != 0.0F);
520 	 if (ctx->Light.Model.TwoSide == newbool)
521 	    return;
522 	 FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM |
523                         _NEW_LIGHT_STATE, GL_LIGHTING_BIT);
524 	 ctx->Light.Model.TwoSide = newbool;
525          break;
526       case GL_LIGHT_MODEL_COLOR_CONTROL:
527          if (ctx->API != API_OPENGL_COMPAT)
528             goto invalid_pname;
529          if (params[0] == (GLfloat) GL_SINGLE_COLOR)
530 	    newenum = GL_SINGLE_COLOR;
531          else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
532 	    newenum = GL_SEPARATE_SPECULAR_COLOR;
533 	 else {
534             _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
535                          (GLint) params[0] );
536 	    return;
537          }
538 	 if (ctx->Light.Model.ColorControl == newenum)
539 	    return;
540 	 FLUSH_VERTICES(ctx, _NEW_LIGHT_CONSTANTS | _NEW_FF_VERT_PROGRAM |
541                         _NEW_FF_FRAG_PROGRAM, GL_LIGHTING_BIT);
542 	 ctx->Light.Model.ColorControl = newenum;
543          break;
544       default:
545          goto invalid_pname;
546    }
547 
548    return;
549 
550 invalid_pname:
551    _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
552    return;
553 }
554 
555 
556 void GLAPIENTRY
_mesa_LightModeliv(GLenum pname,const GLint * params)557 _mesa_LightModeliv( GLenum pname, const GLint *params )
558 {
559    GLfloat fparam[4];
560 
561    switch (pname) {
562       case GL_LIGHT_MODEL_AMBIENT:
563          fparam[0] = INT_TO_FLOAT( params[0] );
564          fparam[1] = INT_TO_FLOAT( params[1] );
565          fparam[2] = INT_TO_FLOAT( params[2] );
566          fparam[3] = INT_TO_FLOAT( params[3] );
567          break;
568       case GL_LIGHT_MODEL_LOCAL_VIEWER:
569       case GL_LIGHT_MODEL_TWO_SIDE:
570       case GL_LIGHT_MODEL_COLOR_CONTROL:
571          fparam[0] = (GLfloat) params[0];
572          break;
573       default:
574          /* Error will be caught later in gl_LightModelfv */
575          ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
576    }
577    _mesa_LightModelfv( pname, fparam );
578 }
579 
580 
581 void GLAPIENTRY
_mesa_LightModeli(GLenum pname,GLint param)582 _mesa_LightModeli( GLenum pname, GLint param )
583 {
584    GLint iparam[4];
585    iparam[0] = param;
586    iparam[1] = iparam[2] = iparam[3] = 0;
587    _mesa_LightModeliv( pname, iparam );
588 }
589 
590 
591 void GLAPIENTRY
_mesa_LightModelf(GLenum pname,GLfloat param)592 _mesa_LightModelf( GLenum pname, GLfloat param )
593 {
594    GLfloat fparam[4];
595    fparam[0] = param;
596    fparam[1] = fparam[2] = fparam[3] = 0.0F;
597    _mesa_LightModelfv( pname, fparam );
598 }
599 
600 
601 
602 /********** MATERIAL **********/
603 
604 
605 /*
606  * Given a face and pname value (ala glColorMaterial), compute a bitmask
607  * of the targeted material values.
608  */
609 GLuint
_mesa_material_bitmask(struct gl_context * ctx,GLenum face,GLenum pname,GLuint legal,const char * where)610 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
611                         GLuint legal, const char *where )
612 {
613    GLuint bitmask = 0;
614 
615    /* Make a bitmask indicating what material attribute(s) we're updating */
616    switch (pname) {
617       case GL_EMISSION:
618          bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
619          break;
620       case GL_AMBIENT:
621          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
622          break;
623       case GL_DIFFUSE:
624          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
625          break;
626       case GL_SPECULAR:
627          bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
628          break;
629       case GL_SHININESS:
630          bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
631          break;
632       case GL_AMBIENT_AND_DIFFUSE:
633          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
634          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
635          break;
636       case GL_COLOR_INDEXES:
637          bitmask |= MAT_BIT_FRONT_INDEXES  | MAT_BIT_BACK_INDEXES;
638          break;
639       default:
640          _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
641          return 0;
642    }
643 
644    if (face==GL_FRONT) {
645       bitmask &= FRONT_MATERIAL_BITS;
646    }
647    else if (face==GL_BACK) {
648       bitmask &= BACK_MATERIAL_BITS;
649    }
650    else if (face != GL_FRONT_AND_BACK) {
651       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
652       return 0;
653    }
654 
655    if (bitmask & ~legal) {
656       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
657       return 0;
658    }
659 
660    return bitmask;
661 }
662 
663 
664 
665 /* Update derived values following a change in ctx->Light.Material
666  */
667 void
_mesa_update_material(struct gl_context * ctx,GLuint bitmask)668 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
669 {
670    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
671 
672    if (MESA_VERBOSE & VERBOSE_MATERIAL)
673       _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
674 
675    if (!bitmask)
676       return;
677 
678    /* update material ambience */
679    if (bitmask & MAT_BIT_FRONT_AMBIENT) {
680       GLbitfield mask = ctx->Light._EnabledLights;
681       while (mask) {
682          const int i = u_bit_scan(&mask);
683          struct gl_light *light = &ctx->Light.Light[i];
684          struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
685          SCALE_3V( light->_MatAmbient[0], lu->Ambient,
686 		   mat[MAT_ATTRIB_FRONT_AMBIENT]);
687       }
688    }
689 
690    if (bitmask & MAT_BIT_BACK_AMBIENT) {
691       GLbitfield mask = ctx->Light._EnabledLights;
692       while (mask) {
693          const int i = u_bit_scan(&mask);
694          struct gl_light *light = &ctx->Light.Light[i];
695          struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
696          SCALE_3V( light->_MatAmbient[1], lu->Ambient,
697 		   mat[MAT_ATTRIB_BACK_AMBIENT]);
698       }
699    }
700 
701    /* update BaseColor = emission + scene's ambience * material's ambience */
702    if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
703       COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
704       ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
705 		    ctx->Light.Model.Ambient );
706    }
707 
708    if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
709       COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
710       ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
711 		    ctx->Light.Model.Ambient );
712    }
713 
714    /* update material diffuse values */
715    if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
716       GLbitfield mask = ctx->Light._EnabledLights;
717       while (mask) {
718          const int i = u_bit_scan(&mask);
719          struct gl_light *light = &ctx->Light.Light[i];
720          struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
721 	 SCALE_3V( light->_MatDiffuse[0], lu->Diffuse,
722 		   mat[MAT_ATTRIB_FRONT_DIFFUSE] );
723       }
724    }
725 
726    if (bitmask & MAT_BIT_BACK_DIFFUSE) {
727       GLbitfield mask = ctx->Light._EnabledLights;
728       while (mask) {
729          const int i = u_bit_scan(&mask);
730          struct gl_light *light = &ctx->Light.Light[i];
731          struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
732 	 SCALE_3V( light->_MatDiffuse[1], lu->Diffuse,
733 		   mat[MAT_ATTRIB_BACK_DIFFUSE] );
734       }
735    }
736 
737    /* update material specular values */
738    if (bitmask & MAT_BIT_FRONT_SPECULAR) {
739       GLbitfield mask = ctx->Light._EnabledLights;
740       while (mask) {
741          const int i = u_bit_scan(&mask);
742          struct gl_light *light = &ctx->Light.Light[i];
743          struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
744 	 SCALE_3V( light->_MatSpecular[0], lu->Specular,
745 		   mat[MAT_ATTRIB_FRONT_SPECULAR]);
746       }
747    }
748 
749    if (bitmask & MAT_BIT_BACK_SPECULAR) {
750       GLbitfield mask = ctx->Light._EnabledLights;
751       while (mask) {
752          const int i = u_bit_scan(&mask);
753          struct gl_light *light = &ctx->Light.Light[i];
754          struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
755 	 SCALE_3V( light->_MatSpecular[1], lu->Specular,
756 		   mat[MAT_ATTRIB_BACK_SPECULAR]);
757       }
758    }
759 }
760 
761 
762 /*
763  * Update the current materials from the given rgba color
764  * according to the bitmask in _ColorMaterialBitmask, which is
765  * set by glColorMaterial().
766  */
767 void
_mesa_update_color_material(struct gl_context * ctx,const GLfloat color[4])768 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
769 {
770    GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
771    struct gl_material *mat = &ctx->Light.Material;
772 
773    while (bitmask) {
774       const int i = u_bit_scan(&bitmask);
775 
776       if (memcmp(mat->Attrib[i], color, sizeof(mat->Attrib[i]))) {
777          COPY_4FV(mat->Attrib[i], color);
778          ctx->NewState |= _NEW_MATERIAL;
779       }
780    }
781 }
782 
783 
784 void GLAPIENTRY
_mesa_ColorMaterial(GLenum face,GLenum mode)785 _mesa_ColorMaterial( GLenum face, GLenum mode )
786 {
787    GET_CURRENT_CONTEXT(ctx);
788    GLuint bitmask;
789    GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
790 		   MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
791 		   MAT_BIT_FRONT_DIFFUSE  | MAT_BIT_BACK_DIFFUSE  |
792 		   MAT_BIT_FRONT_AMBIENT  | MAT_BIT_BACK_AMBIENT);
793 
794    if (MESA_VERBOSE&VERBOSE_API)
795       _mesa_debug(ctx, "glColorMaterial %s %s\n",
796                   _mesa_enum_to_string(face),
797                   _mesa_enum_to_string(mode));
798 
799    bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
800    if (bitmask == 0)
801       return; /* error was recorded */
802 
803    if (ctx->Light._ColorMaterialBitmask == bitmask &&
804        ctx->Light.ColorMaterialFace == face &&
805        ctx->Light.ColorMaterialMode == mode)
806       return;
807 
808    FLUSH_VERTICES(ctx, 0, GL_LIGHTING_BIT);
809    ctx->Light._ColorMaterialBitmask = bitmask;
810    ctx->Light.ColorMaterialFace = face;
811    ctx->Light.ColorMaterialMode = mode;
812 
813    if (ctx->Light.ColorMaterialEnabled) {
814       /* Used by fixed-func vertex program. */
815       FLUSH_CURRENT(ctx, _NEW_FF_VERT_PROGRAM);
816       _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
817    }
818 }
819 
820 
821 void GLAPIENTRY
_mesa_GetMaterialfv(GLenum face,GLenum pname,GLfloat * params)822 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
823 {
824    GET_CURRENT_CONTEXT(ctx);
825    GLuint f;
826    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
827 
828    FLUSH_VERTICES(ctx, 0, 0); /* update materials */
829    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
830 
831    if (face==GL_FRONT) {
832       f = 0;
833    }
834    else if (face==GL_BACK) {
835       f = 1;
836    }
837    else {
838       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
839       return;
840    }
841 
842    switch (pname) {
843       case GL_AMBIENT:
844          COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
845          break;
846       case GL_DIFFUSE:
847          COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
848 	 break;
849       case GL_SPECULAR:
850          COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
851 	 break;
852       case GL_EMISSION:
853 	 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
854 	 break;
855       case GL_SHININESS:
856 	 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
857 	 break;
858       case GL_COLOR_INDEXES:
859          if (ctx->API != API_OPENGL_COMPAT) {
860             _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
861             return;
862          }
863 	 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
864 	 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
865 	 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
866 	 break;
867       default:
868          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
869    }
870 }
871 
872 
873 void GLAPIENTRY
_mesa_GetMaterialiv(GLenum face,GLenum pname,GLint * params)874 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
875 {
876    GET_CURRENT_CONTEXT(ctx);
877    GLuint f;
878    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
879 
880    assert(ctx->API == API_OPENGL_COMPAT);
881 
882    FLUSH_VERTICES(ctx, 0, 0); /* update materials */
883    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
884 
885    if (face==GL_FRONT) {
886       f = 0;
887    }
888    else if (face==GL_BACK) {
889       f = 1;
890    }
891    else {
892       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
893       return;
894    }
895    switch (pname) {
896       case GL_AMBIENT:
897          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
898          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
899          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
900          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
901          break;
902       case GL_DIFFUSE:
903          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
904          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
905          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
906          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
907 	 break;
908       case GL_SPECULAR:
909          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
910          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
911          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
912          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
913 	 break;
914       case GL_EMISSION:
915          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
916          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
917          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
918          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
919 	 break;
920       case GL_SHININESS:
921          *params = lroundf( mat[MAT_ATTRIB_SHININESS(f)][0] );
922 	 break;
923       case GL_COLOR_INDEXES:
924 	 params[0] = lroundf( mat[MAT_ATTRIB_INDEXES(f)][0] );
925 	 params[1] = lroundf( mat[MAT_ATTRIB_INDEXES(f)][1] );
926 	 params[2] = lroundf( mat[MAT_ATTRIB_INDEXES(f)][2] );
927 	 break;
928       default:
929          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
930    }
931 }
932 
933 
934 
935 /**
936  * Examine current lighting parameters to determine if the optimized lighting
937  * function can be used.
938  * Also, precompute some lighting values such as the products of light
939  * source and material ambient, diffuse and specular coefficients.
940  */
941 GLbitfield
_mesa_update_lighting(struct gl_context * ctx)942 _mesa_update_lighting( struct gl_context *ctx )
943 {
944    GLbitfield flags = 0;
945    bool old_need_eye_coords = ctx->Light._NeedEyeCoords;
946    ctx->Light._NeedEyeCoords = GL_FALSE;
947 
948    if (!ctx->Light.Enabled) {
949       return old_need_eye_coords != ctx->Light._NeedEyeCoords ?
950                                        _NEW_TNL_SPACES : 0;
951    }
952 
953    GLbitfield mask = ctx->Light._EnabledLights;
954    while (mask) {
955       const int i = u_bit_scan(&mask);
956       struct gl_light *light = &ctx->Light.Light[i];
957       flags |= light->_Flags;
958    }
959 
960    ctx->Light._NeedVertices =
961       ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
962        ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
963        ctx->Light.Model.LocalViewer);
964 
965    ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
966 				ctx->Light.Model.LocalViewer);
967 
968    /* XXX: This test is overkill & needs to be fixed both for software and
969     * hardware t&l drivers.  The above should be sufficient & should
970     * be tested to verify this.
971     */
972    if (ctx->Light._NeedVertices)
973       ctx->Light._NeedEyeCoords = GL_TRUE;
974 
975    return old_need_eye_coords != ctx->Light._NeedEyeCoords ?
976                                     _NEW_TNL_SPACES : 0;
977 }
978 
979 void
_mesa_update_light_materials(struct gl_context * ctx)980 _mesa_update_light_materials(struct gl_context *ctx)
981 {
982    /* Precompute some shading values.  Although we reference
983     * Light.Material here, we can get away without flushing
984     * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
985     * are flushed, they will update the derived state at that time.
986     */
987    if (ctx->Light.Model.TwoSide)
988       _mesa_update_material(ctx,
989 			    MAT_BIT_FRONT_EMISSION |
990 			    MAT_BIT_FRONT_AMBIENT |
991 			    MAT_BIT_FRONT_DIFFUSE |
992 			    MAT_BIT_FRONT_SPECULAR |
993 			    MAT_BIT_BACK_EMISSION |
994 			    MAT_BIT_BACK_AMBIENT |
995 			    MAT_BIT_BACK_DIFFUSE |
996 			    MAT_BIT_BACK_SPECULAR);
997    else
998       _mesa_update_material(ctx,
999 			    MAT_BIT_FRONT_EMISSION |
1000 			    MAT_BIT_FRONT_AMBIENT |
1001 			    MAT_BIT_FRONT_DIFFUSE |
1002 			    MAT_BIT_FRONT_SPECULAR);
1003 }
1004 
1005 
1006 /**
1007  * Update state derived from light position, spot direction.
1008  * Called upon:
1009  *   _NEW_MODELVIEW
1010  *   _NEW_LIGHT_CONSTANTS
1011  *   _TNL_NEW_NEED_EYE_COORDS
1012  *
1013  * Update on (_NEW_MODELVIEW | _NEW_LIGHT_CONSTANTS) when lighting is enabled.
1014  * Also update on lighting space changes.
1015  */
1016 static void
compute_light_positions(struct gl_context * ctx)1017 compute_light_positions( struct gl_context *ctx )
1018 {
1019    static const GLfloat eye_z[3] = { 0, 0, 1 };
1020 
1021    if (!ctx->Light.Enabled)
1022       return;
1023 
1024    if (ctx->_NeedEyeCoords) {
1025       COPY_3V( ctx->_EyeZDir, eye_z );
1026    }
1027    else {
1028       TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
1029    }
1030 
1031    GLbitfield mask = ctx->Light._EnabledLights;
1032    while (mask) {
1033       const int i = u_bit_scan(&mask);
1034       struct gl_light *light = &ctx->Light.Light[i];
1035       struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
1036 
1037       if (ctx->_NeedEyeCoords) {
1038          /* _Position is in eye coordinate space */
1039 	 COPY_4FV( light->_Position, lu->EyePosition );
1040       }
1041       else {
1042          /* _Position is in object coordinate space */
1043 	 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
1044 			  lu->EyePosition );
1045       }
1046 
1047       if (!(light->_Flags & LIGHT_POSITIONAL)) {
1048 	 /* VP (VP) = Normalize( Position ) */
1049 	 COPY_3V( light->_VP_inf_norm, light->_Position );
1050 	 NORMALIZE_3FV( light->_VP_inf_norm );
1051 
1052 	 if (!ctx->Light.Model.LocalViewer) {
1053 	    /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1054 	    ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
1055 	    NORMALIZE_3FV( light->_h_inf_norm );
1056 	 }
1057 	 light->_VP_inf_spot_attenuation = 1.0;
1058       }
1059       else {
1060          /* positional light w/ homogeneous coordinate, divide by W */
1061          GLfloat wInv = 1.0F / light->_Position[3];
1062          light->_Position[0] *= wInv;
1063          light->_Position[1] *= wInv;
1064          light->_Position[2] *= wInv;
1065       }
1066 
1067       if (light->_Flags & LIGHT_SPOT) {
1068          /* Note: we normalize the spot direction now */
1069 
1070 	 if (ctx->_NeedEyeCoords) {
1071 	    COPY_3V( light->_NormSpotDirection, lu->SpotDirection );
1072             NORMALIZE_3FV( light->_NormSpotDirection );
1073 	 }
1074          else {
1075             GLfloat spotDir[3];
1076             COPY_3V(spotDir, lu->SpotDirection);
1077             NORMALIZE_3FV(spotDir);
1078 	    TRANSFORM_NORMAL( light->_NormSpotDirection,
1079 			      spotDir,
1080 			      ctx->ModelviewMatrixStack.Top->m);
1081 	 }
1082 
1083 	 NORMALIZE_3FV( light->_NormSpotDirection );
1084 
1085 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1086 	    GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1087 					light->_NormSpotDirection);
1088 
1089 	    if (PV_dot_dir > lu->_CosCutoff) {
1090 	       light->_VP_inf_spot_attenuation =
1091                   powf(PV_dot_dir, lu->SpotExponent);
1092 	    }
1093 	    else {
1094 	       light->_VP_inf_spot_attenuation = 0;
1095             }
1096 	 }
1097       }
1098    }
1099 }
1100 
1101 
1102 
1103 static void
update_modelview_scale(struct gl_context * ctx)1104 update_modelview_scale( struct gl_context *ctx )
1105 {
1106    ctx->_ModelViewInvScale = 1.0F;
1107    ctx->_ModelViewInvScaleEyespace = 1.0F;
1108    if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1109       const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1110       GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1111       if (f < 1e-12f) f = 1.0f;
1112       if (ctx->_NeedEyeCoords)
1113 	 ctx->_ModelViewInvScale = 1.0f / sqrtf(f);
1114       else
1115 	 ctx->_ModelViewInvScale = sqrtf(f);
1116       ctx->_ModelViewInvScaleEyespace = 1.0f / sqrtf(f);
1117    }
1118 }
1119 
1120 
1121 /**
1122  * Bring up to date any state that relies on _NeedEyeCoords.
1123  *
1124  * Return true if ctx->_NeedEyeCoords has been changed.
1125  */
1126 bool
_mesa_update_tnl_spaces(struct gl_context * ctx,GLuint new_state)1127 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1128 {
1129    const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1130 
1131    (void) new_state;
1132    ctx->_NeedEyeCoords = GL_FALSE;
1133 
1134    if ((ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1135        ctx->Point._Attenuated ||
1136        ctx->Light._NeedEyeCoords)
1137       ctx->_NeedEyeCoords = GL_TRUE;
1138 
1139    if (ctx->Light.Enabled &&
1140        !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1141       ctx->_NeedEyeCoords = GL_TRUE;
1142 
1143    /* Check if the truth-value interpretations of the bitfields have
1144     * changed:
1145     */
1146    if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1147       /* Recalculate all state that depends on _NeedEyeCoords.
1148        */
1149       update_modelview_scale(ctx);
1150       compute_light_positions( ctx );
1151 
1152       return true;
1153    }
1154    else {
1155       GLuint new_state2 = ctx->NewState;
1156 
1157       /* Recalculate that same state only if it has been invalidated
1158        * by other statechanges.
1159        */
1160       if (new_state2 & _NEW_MODELVIEW)
1161 	 update_modelview_scale(ctx);
1162 
1163       if (new_state2 & (_NEW_LIGHT_CONSTANTS | _NEW_MODELVIEW))
1164 	 compute_light_positions( ctx );
1165 
1166       return false;
1167    }
1168 }
1169 
1170 
1171 /**********************************************************************/
1172 /*****                      Initialization                        *****/
1173 /**********************************************************************/
1174 
1175 /**
1176  * Initialize the n-th light data structure.
1177  *
1178  * \param l pointer to the gl_light structure to be initialized.
1179  * \param n number of the light.
1180  * \note The defaults for light 0 are different than the other lights.
1181  */
1182 static void
init_light(struct gl_light * l,struct gl_light_uniforms * lu,GLuint n)1183 init_light( struct gl_light *l, struct gl_light_uniforms *lu, GLuint n )
1184 {
1185    ASSIGN_4V( lu->Ambient, 0.0, 0.0, 0.0, 1.0 );
1186    if (n==0) {
1187       ASSIGN_4V( lu->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1188       ASSIGN_4V( lu->Specular, 1.0, 1.0, 1.0, 1.0 );
1189    }
1190    else {
1191       ASSIGN_4V( lu->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1192       ASSIGN_4V( lu->Specular, 0.0, 0.0, 0.0, 1.0 );
1193    }
1194    ASSIGN_4V( lu->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1195    ASSIGN_3V( lu->SpotDirection, 0.0, 0.0, -1.0 );
1196    lu->SpotExponent = 0.0;
1197    lu->SpotCutoff = 180.0;
1198    lu->_CosCutoff = 0.0;		/* KW: -ve values not admitted */
1199    lu->ConstantAttenuation = 1.0;
1200    lu->LinearAttenuation = 0.0;
1201    lu->QuadraticAttenuation = 0.0;
1202    l->Enabled = GL_FALSE;
1203 }
1204 
1205 
1206 /**
1207  * Initialize the light model data structure.
1208  *
1209  * \param lm pointer to the gl_lightmodel structure to be initialized.
1210  */
1211 static void
init_lightmodel(struct gl_lightmodel * lm)1212 init_lightmodel( struct gl_lightmodel *lm )
1213 {
1214    ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1215    lm->LocalViewer = GL_FALSE;
1216    lm->TwoSide = GL_FALSE;
1217    lm->ColorControl = GL_SINGLE_COLOR;
1218 }
1219 
1220 
1221 /**
1222  * Initialize the material data structure.
1223  *
1224  * \param m pointer to the gl_material structure to be initialized.
1225  */
1226 static void
init_material(struct gl_material * m)1227 init_material( struct gl_material *m )
1228 {
1229    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT],  0.2F, 0.2F, 0.2F, 1.0F );
1230    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE],  0.8F, 0.8F, 0.8F, 1.0F );
1231    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1232    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1233    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1234    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1235 
1236    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT],  0.2F, 0.2F, 0.2F, 1.0F );
1237    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE],  0.8F, 0.8F, 0.8F, 1.0F );
1238    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1239    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1240    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1241    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1242 }
1243 
1244 
1245 /**
1246  * Initialize all lighting state for the given context.
1247  */
1248 void
_mesa_init_lighting(struct gl_context * ctx)1249 _mesa_init_lighting( struct gl_context *ctx )
1250 {
1251    GLuint i;
1252 
1253    /* Lighting group */
1254    ctx->Light._EnabledLights = 0;
1255    for (i = 0; i < MAX_LIGHTS; i++) {
1256       init_light( &ctx->Light.Light[i], &ctx->Light.LightSource[i], i );
1257    }
1258 
1259    init_lightmodel( &ctx->Light.Model );
1260    init_material( &ctx->Light.Material );
1261    ctx->Light.ShadeModel = GL_SMOOTH;
1262    ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1263    ctx->Light.Enabled = GL_FALSE;
1264    ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1265    ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1266    ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1267                                                GL_FRONT_AND_BACK,
1268                                                GL_AMBIENT_AND_DIFFUSE, ~0,
1269                                                NULL );
1270 
1271    ctx->Light.ColorMaterialEnabled = GL_FALSE;
1272    ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1273    ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1274 
1275    /* Miscellaneous */
1276    ctx->Light._NeedEyeCoords = GL_FALSE;
1277    ctx->_NeedEyeCoords = GL_FALSE;
1278    ctx->_ModelViewInvScale = 1.0;
1279    ctx->_ModelViewInvScaleEyespace = 1.0;
1280 }
1281