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1358 lines
39 KiB
C
1358 lines
39 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.5
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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void GLAPIENTRY
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_mesa_ShadeModel( GLenum mode )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
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if (mode != GL_FLAT && mode != GL_SMOOTH) {
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_mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
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return;
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}
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if (ctx->Light.ShadeModel == mode)
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.ShadeModel = mode;
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if (mode == GL_FLAT)
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ctx->_TriangleCaps |= DD_FLATSHADE;
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else
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ctx->_TriangleCaps &= ~DD_FLATSHADE;
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if (ctx->Driver.ShadeModel)
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ctx->Driver.ShadeModel( ctx, mode );
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}
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/**
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* Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
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* per-light state.
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* For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
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* will have already been transformed by the modelview matrix!
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* Also, all error checking should have already been done.
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*/
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void
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_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
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{
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struct gl_light *light;
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ASSERT(lnum < MAX_LIGHTS);
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light = &ctx->Light.Light[lnum];
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switch (pname) {
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case GL_AMBIENT:
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if (TEST_EQ_4V(light->Ambient, params))
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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COPY_4V( light->Ambient, params );
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break;
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case GL_DIFFUSE:
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if (TEST_EQ_4V(light->Diffuse, params))
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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COPY_4V( light->Diffuse, params );
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break;
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case GL_SPECULAR:
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if (TEST_EQ_4V(light->Specular, params))
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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COPY_4V( light->Specular, params );
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break;
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case GL_POSITION:
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/* NOTE: position has already been transformed by ModelView! */
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if (TEST_EQ_4V(light->EyePosition, params))
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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COPY_4V(light->EyePosition, params);
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if (light->EyePosition[3] != 0.0F)
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light->_Flags |= LIGHT_POSITIONAL;
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else
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light->_Flags &= ~LIGHT_POSITIONAL;
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break;
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case GL_SPOT_DIRECTION:
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/* NOTE: Direction already transformed by inverse ModelView! */
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if (TEST_EQ_3V(light->SpotDirection, params))
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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COPY_3V(light->SpotDirection, params);
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break;
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case GL_SPOT_EXPONENT:
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ASSERT(params[0] >= 0.0);
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ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
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if (light->SpotExponent == params[0])
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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light->SpotExponent = params[0];
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_mesa_invalidate_spot_exp_table(light);
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break;
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case GL_SPOT_CUTOFF:
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ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
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if (light->SpotCutoff == params[0])
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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light->SpotCutoff = params[0];
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light->_CosCutoffNeg = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
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if (light->_CosCutoffNeg < 0)
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light->_CosCutoff = 0;
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else
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light->_CosCutoff = light->_CosCutoffNeg;
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if (light->SpotCutoff != 180.0F)
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light->_Flags |= LIGHT_SPOT;
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else
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light->_Flags &= ~LIGHT_SPOT;
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break;
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case GL_CONSTANT_ATTENUATION:
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ASSERT(params[0] >= 0.0);
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if (light->ConstantAttenuation == params[0])
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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light->ConstantAttenuation = params[0];
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break;
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case GL_LINEAR_ATTENUATION:
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ASSERT(params[0] >= 0.0);
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if (light->LinearAttenuation == params[0])
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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light->LinearAttenuation = params[0];
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break;
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case GL_QUADRATIC_ATTENUATION:
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ASSERT(params[0] >= 0.0);
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if (light->QuadraticAttenuation == params[0])
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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light->QuadraticAttenuation = params[0];
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break;
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default:
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_mesa_problem(ctx, "Unexpected pname in _mesa_light()");
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return;
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}
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if (ctx->Driver.Lightfv)
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ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
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}
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void GLAPIENTRY
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_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
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{
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GLfloat fparam[4];
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fparam[0] = param;
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fparam[1] = fparam[2] = fparam[3] = 0.0F;
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_mesa_Lightfv( light, pname, fparam );
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}
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void GLAPIENTRY
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_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint i = (GLint) (light - GL_LIGHT0);
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GLfloat temp[4];
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
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_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
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return;
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}
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/* do particular error checks, transformations */
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switch (pname) {
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case GL_AMBIENT:
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case GL_DIFFUSE:
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case GL_SPECULAR:
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/* nothing */
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break;
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case GL_POSITION:
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/* transform position by ModelView matrix */
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TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
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params = temp;
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break;
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case GL_SPOT_DIRECTION:
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/* transform direction by inverse modelview */
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if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
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_math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
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}
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TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
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params = temp;
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break;
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case GL_SPOT_EXPONENT:
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if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
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return;
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}
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break;
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case GL_SPOT_CUTOFF:
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if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
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return;
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}
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break;
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case GL_CONSTANT_ATTENUATION:
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if (params[0] < 0.0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
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return;
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}
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break;
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case GL_LINEAR_ATTENUATION:
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if (params[0] < 0.0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
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return;
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}
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break;
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case GL_QUADRATIC_ATTENUATION:
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if (params[0] < 0.0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
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return;
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}
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break;
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
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return;
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}
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_mesa_light(ctx, i, pname, params);
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}
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void GLAPIENTRY
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_mesa_Lighti( GLenum light, GLenum pname, GLint param )
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{
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GLint iparam[4];
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iparam[0] = param;
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iparam[1] = iparam[2] = iparam[3] = 0;
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_mesa_Lightiv( light, pname, iparam );
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}
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void GLAPIENTRY
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_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
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{
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GLfloat fparam[4];
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switch (pname) {
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case GL_AMBIENT:
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case GL_DIFFUSE:
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case GL_SPECULAR:
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fparam[0] = INT_TO_FLOAT( params[0] );
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fparam[1] = INT_TO_FLOAT( params[1] );
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fparam[2] = INT_TO_FLOAT( params[2] );
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fparam[3] = INT_TO_FLOAT( params[3] );
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break;
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case GL_POSITION:
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fparam[0] = (GLfloat) params[0];
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fparam[1] = (GLfloat) params[1];
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fparam[2] = (GLfloat) params[2];
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fparam[3] = (GLfloat) params[3];
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break;
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case GL_SPOT_DIRECTION:
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fparam[0] = (GLfloat) params[0];
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fparam[1] = (GLfloat) params[1];
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fparam[2] = (GLfloat) params[2];
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break;
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case GL_SPOT_EXPONENT:
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case GL_SPOT_CUTOFF:
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case GL_CONSTANT_ATTENUATION:
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case GL_LINEAR_ATTENUATION:
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case GL_QUADRATIC_ATTENUATION:
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fparam[0] = (GLfloat) params[0];
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break;
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default:
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/* error will be caught later in gl_Lightfv */
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;
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}
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_mesa_Lightfv( light, pname, fparam );
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}
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void GLAPIENTRY
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_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint l = (GLint) (light - GL_LIGHT0);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
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_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
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return;
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}
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switch (pname) {
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case GL_AMBIENT:
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COPY_4V( params, ctx->Light.Light[l].Ambient );
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break;
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case GL_DIFFUSE:
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COPY_4V( params, ctx->Light.Light[l].Diffuse );
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break;
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case GL_SPECULAR:
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COPY_4V( params, ctx->Light.Light[l].Specular );
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break;
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case GL_POSITION:
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COPY_4V( params, ctx->Light.Light[l].EyePosition );
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break;
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case GL_SPOT_DIRECTION:
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COPY_3V( params, ctx->Light.Light[l].SpotDirection );
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break;
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case GL_SPOT_EXPONENT:
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params[0] = ctx->Light.Light[l].SpotExponent;
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break;
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case GL_SPOT_CUTOFF:
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params[0] = ctx->Light.Light[l].SpotCutoff;
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break;
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case GL_CONSTANT_ATTENUATION:
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params[0] = ctx->Light.Light[l].ConstantAttenuation;
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break;
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case GL_LINEAR_ATTENUATION:
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params[0] = ctx->Light.Light[l].LinearAttenuation;
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break;
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case GL_QUADRATIC_ATTENUATION:
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params[0] = ctx->Light.Light[l].QuadraticAttenuation;
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break;
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
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break;
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}
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}
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void GLAPIENTRY
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_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint l = (GLint) (light - GL_LIGHT0);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
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_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
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return;
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}
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switch (pname) {
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case GL_AMBIENT:
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params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
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params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
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params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
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params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
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break;
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case GL_DIFFUSE:
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params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
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params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
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params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
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params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
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break;
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case GL_SPECULAR:
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params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
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params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
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params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
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params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
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break;
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case GL_POSITION:
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params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
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params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
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params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
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params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
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break;
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case GL_SPOT_DIRECTION:
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params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
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params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
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params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
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break;
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case GL_SPOT_EXPONENT:
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params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
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break;
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case GL_SPOT_CUTOFF:
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params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
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break;
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case GL_CONSTANT_ATTENUATION:
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params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
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break;
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case GL_LINEAR_ATTENUATION:
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params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
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break;
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case GL_QUADRATIC_ATTENUATION:
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params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
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break;
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
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break;
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}
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}
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/**********************************************************************/
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/*** Light Model ***/
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/**********************************************************************/
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void GLAPIENTRY
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_mesa_LightModelfv( GLenum pname, const GLfloat *params )
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{
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GLboolean newbool;
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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switch (pname) {
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case GL_LIGHT_MODEL_AMBIENT:
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if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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COPY_4V( ctx->Light.Model.Ambient, params );
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break;
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case GL_LIGHT_MODEL_LOCAL_VIEWER:
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newbool = (params[0]!=0.0);
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if (ctx->Light.Model.LocalViewer == newbool)
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.Model.LocalViewer = newbool;
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break;
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case GL_LIGHT_MODEL_TWO_SIDE:
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newbool = (params[0]!=0.0);
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if (ctx->Light.Model.TwoSide == newbool)
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return;
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FLUSH_VERTICES(ctx, _NEW_LIGHT);
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ctx->Light.Model.TwoSide = newbool;
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if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
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ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
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else
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ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
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break;
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default:
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_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
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break;
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}
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|
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if (ctx->Driver.LightModelfv)
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ctx->Driver.LightModelfv( ctx, pname, params );
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}
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|
|
|
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void GLAPIENTRY
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_mesa_LightModeliv( GLenum pname, const GLint *params )
|
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{
|
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GLfloat fparam[4];
|
|
|
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switch (pname) {
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case GL_LIGHT_MODEL_AMBIENT:
|
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fparam[0] = INT_TO_FLOAT( params[0] );
|
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fparam[1] = INT_TO_FLOAT( params[1] );
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fparam[2] = INT_TO_FLOAT( params[2] );
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fparam[3] = INT_TO_FLOAT( params[3] );
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break;
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case GL_LIGHT_MODEL_LOCAL_VIEWER:
|
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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]);
|
|
}
|
|
}
|
|
|
|
if (bitmask & MAT_BIT_FRONT_SHININESS) {
|
|
_mesa_invalidate_shine_table( ctx, 0 );
|
|
}
|
|
|
|
if (bitmask & MAT_BIT_BACK_SHININESS) {
|
|
_mesa_invalidate_shine_table( ctx, 1 );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* 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] )
|
|
{
|
|
GLuint 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);
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
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_COLOR]);
|
|
}
|
|
|
|
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;
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* 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:
|
|
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_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* 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)" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** 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
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
* Whenever the spotlight exponent for a light changes we must call
|
|
* this function to recompute the exponent lookup table.
|
|
*/
|
|
void
|
|
_mesa_invalidate_spot_exp_table( struct gl_light *l )
|
|
{
|
|
l->_SpotExpTable[0][0] = -1;
|
|
}
|
|
|
|
|
|
static void
|
|
validate_spot_exp_table( struct gl_light *l )
|
|
{
|
|
GLint i;
|
|
GLdouble exponent = l->SpotExponent;
|
|
GLdouble tmp = 0;
|
|
GLint clamp = 0;
|
|
|
|
l->_SpotExpTable[0][0] = 0.0;
|
|
|
|
for (i = EXP_TABLE_SIZE - 1; i > 0 ;i--) {
|
|
if (clamp == 0) {
|
|
tmp = pow(i / (GLdouble) (EXP_TABLE_SIZE - 1), exponent);
|
|
if (tmp < FLT_MIN * 100.0) {
|
|
tmp = 0.0;
|
|
clamp = 1;
|
|
}
|
|
}
|
|
l->_SpotExpTable[i][0] = (GLfloat) tmp;
|
|
}
|
|
for (i = 0; i < EXP_TABLE_SIZE - 1; i++) {
|
|
l->_SpotExpTable[i][1] = (l->_SpotExpTable[i+1][0] -
|
|
l->_SpotExpTable[i][0]);
|
|
}
|
|
l->_SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
|
|
}
|
|
|
|
|
|
|
|
/* Calculate a new shine table. Doing this here saves a branch in
|
|
* lighting, and the cost of doing it early may be partially offset
|
|
* by keeping a MRU cache of shine tables for various shine values.
|
|
*/
|
|
void
|
|
_mesa_invalidate_shine_table( struct gl_context *ctx, GLuint side )
|
|
{
|
|
ASSERT(side < 2);
|
|
if (ctx->_ShineTable[side])
|
|
ctx->_ShineTable[side]->refcount--;
|
|
ctx->_ShineTable[side] = NULL;
|
|
}
|
|
|
|
|
|
static void
|
|
validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
|
|
{
|
|
struct gl_shine_tab *list = ctx->_ShineTabList;
|
|
struct gl_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 (ctx->_ShineTable[side])
|
|
ctx->_ShineTable[side]->refcount--;
|
|
|
|
ctx->_ShineTable[side] = s;
|
|
move_to_tail( list, s );
|
|
s->refcount++;
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_validate_all_lighting_tables( struct gl_context *ctx )
|
|
{
|
|
GLuint i;
|
|
GLfloat shininess;
|
|
|
|
shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
|
|
if (!ctx->_ShineTable[0] || ctx->_ShineTable[0]->shininess != shininess)
|
|
validate_shine_table( ctx, 0, shininess );
|
|
|
|
shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
|
|
if (!ctx->_ShineTable[1] || ctx->_ShineTable[1]->shininess != shininess)
|
|
validate_shine_table( ctx, 1, shininess );
|
|
|
|
for (i = 0; i < ctx->Const.MaxLights; i++)
|
|
if (ctx->Light.Light[i]._SpotExpTable[0][0] == -1)
|
|
validate_spot_exp_table( &ctx->Light.Light[i] );
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 )
|
|
{
|
|
struct gl_light *light;
|
|
ctx->Light._NeedEyeCoords = GL_FALSE;
|
|
ctx->Light._Flags = 0;
|
|
|
|
if (!ctx->Light.Enabled)
|
|
return;
|
|
|
|
foreach(light, &ctx->Light.EnabledList) {
|
|
ctx->Light._Flags |= light->_Flags;
|
|
}
|
|
|
|
ctx->Light._NeedVertices =
|
|
((ctx->Light._Flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
|
|
ctx->Light.Model.LocalViewer);
|
|
|
|
ctx->Light._NeedEyeCoords = ((ctx->Light._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 );
|
|
}
|
|
|
|
/* Make sure all the light tables are updated before the computation */
|
|
_mesa_validate_all_lighting_tables(ctx);
|
|
|
|
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) {
|
|
double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
|
|
int k = (int) x;
|
|
light->_VP_inf_spot_attenuation =
|
|
(GLfloat) (light->_SpotExpTable[k][0] +
|
|
(x-k)*light->_SpotExpTable[k][1]);
|
|
}
|
|
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;
|
|
_mesa_invalidate_spot_exp_table( l );
|
|
l->SpotCutoff = 180.0;
|
|
l->_CosCutoffNeg = -1.0f;
|
|
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;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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.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;
|
|
|
|
/* Lighting miscellaneous */
|
|
ctx->_ShineTabList = MALLOC_STRUCT( gl_shine_tab );
|
|
make_empty_list( ctx->_ShineTabList );
|
|
/* Allocate 10 (arbitrary) shininess lookup tables */
|
|
for (i = 0 ; i < 10 ; i++) {
|
|
struct gl_shine_tab *s = MALLOC_STRUCT( gl_shine_tab );
|
|
s->shininess = -1;
|
|
s->refcount = 0;
|
|
insert_at_tail( ctx->_ShineTabList, s );
|
|
}
|
|
|
|
/* 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 )
|
|
{
|
|
struct gl_shine_tab *s, *tmps;
|
|
|
|
/* Free lighting shininess exponentiation table */
|
|
foreach_s( s, tmps, ctx->_ShineTabList ) {
|
|
free( s );
|
|
}
|
|
free( ctx->_ShineTabList );
|
|
}
|