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321 lines
8.8 KiB
C
321 lines
8.8 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2006 Brian Paul 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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#define LIGHT_TWOSIDE 0x1
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#define LIGHT_MATERIAL 0x2
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#define MAX_LIGHT_FUNC 0x4
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typedef void (*light_func)( struct gl_context *ctx,
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struct vertex_buffer *VB,
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struct tnl_pipeline_stage *stage,
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GLvector4f *input );
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/**
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* Information for updating current material attributes from vertex color,
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* for GL_COLOR_MATERIAL.
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*/
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struct material_cursor {
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const GLfloat *ptr; /* points to src vertex color (in VB array) */
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GLuint stride; /* stride to next vertex color (bytes) */
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GLfloat *current; /* points to material attribute to update */
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GLuint size; /* vertex/color size: 1, 2, 3 or 4 */
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};
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/**
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* Data private to this pipeline stage.
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*/
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struct light_stage_data {
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GLvector4f Input;
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GLvector4f LitColor[2];
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light_func *light_func_tab;
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struct material_cursor mat[MAT_ATTRIB_MAX];
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GLuint mat_count;
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GLuint mat_bitmask;
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};
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#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
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/**
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* In the case of colormaterial, the effected material attributes
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* should already have been bound to point to the incoming color data,
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* prior to running the pipeline.
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* This function copies the vertex's color to the material attributes
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* which are tracking glColor.
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* It's called per-vertex in the lighting loop.
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*/
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static void
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update_materials(struct gl_context *ctx, struct light_stage_data *store)
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{
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GLuint i;
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for (i = 0 ; i < store->mat_count ; i++) {
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/* update the material */
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COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
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/* increment src vertex color pointer */
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STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
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}
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/* recompute derived light/material values */
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_mesa_update_material( ctx, store->mat_bitmask );
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/* XXX we should only call this if we're tracking/changing the specular
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* exponent.
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*/
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_mesa_validate_all_lighting_tables( ctx );
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}
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/**
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* Prepare things prior to running the lighting stage.
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* Return number of material attributes which will track vertex color.
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*/
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static GLuint
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prepare_materials(struct gl_context *ctx,
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struct vertex_buffer *VB, struct light_stage_data *store)
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{
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GLuint i;
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store->mat_count = 0;
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store->mat_bitmask = 0;
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/* Examine the ColorMaterialBitmask to determine which materials
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* track vertex color. Override the material attribute's pointer
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* with the color pointer for each one.
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*/
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if (ctx->Light.ColorMaterialEnabled) {
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const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
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for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
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if (bitmask & (1<<i))
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VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR];
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}
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/* Now, for each material attribute that's tracking vertex color, save
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* some values (ptr, stride, size, current) that we'll need in
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* update_materials(), above, that'll actually copy the vertex color to
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* the material attribute(s).
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*/
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for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
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if (VB->AttribPtr[i]->stride) {
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const GLuint j = store->mat_count++;
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const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
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store->mat[j].ptr = VB->AttribPtr[i]->start;
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store->mat[j].stride = VB->AttribPtr[i]->stride;
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store->mat[j].size = VB->AttribPtr[i]->size;
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store->mat[j].current = ctx->Light.Material.Attrib[attr];
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store->mat_bitmask |= (1<<attr);
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}
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}
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/* FIXME: Is this already done?
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*/
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_mesa_update_material( ctx, ~0 );
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_mesa_validate_all_lighting_tables( ctx );
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return store->mat_count;
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}
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/* Tables for all the shading functions.
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*/
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static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
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static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
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#define TAG(x) x
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#define IDX (0)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_twoside
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#define IDX (LIGHT_TWOSIDE)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_material
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#define IDX (LIGHT_MATERIAL)
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#include "t_vb_lighttmp.h"
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#define TAG(x) x##_twoside_material
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#define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL)
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#include "t_vb_lighttmp.h"
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static void init_lighting_tables( void )
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{
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static int done;
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if (!done) {
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init_light_tab();
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init_light_tab_twoside();
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init_light_tab_material();
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init_light_tab_twoside_material();
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done = 1;
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}
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}
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static GLboolean run_lighting( struct gl_context *ctx,
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struct tnl_pipeline_stage *stage )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
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GLuint idx;
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if (!ctx->Light.Enabled)
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return GL_TRUE;
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/* Make sure we can talk about position x,y and z:
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*/
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if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
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_math_trans_4f( store->Input.data,
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VB->AttribPtr[_TNL_ATTRIB_POS]->data,
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VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
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GL_FLOAT,
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VB->AttribPtr[_TNL_ATTRIB_POS]->size,
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0,
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VB->Count );
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if (input->size <= 2) {
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/* Clean z.
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*/
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_mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
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}
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if (input->size <= 1) {
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/* Clean y.
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*/
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_mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
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}
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input = &store->Input;
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}
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idx = 0;
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if (prepare_materials( ctx, VB, store ))
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idx |= LIGHT_MATERIAL;
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if (ctx->Light.Model.TwoSide)
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idx |= LIGHT_TWOSIDE;
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/* The individual functions know about replaying side-effects
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* vs. full re-execution.
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*/
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store->light_func_tab[idx]( ctx, VB, stage, input );
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return GL_TRUE;
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}
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/* Called in place of do_lighting when the light table may have changed.
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*/
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static void validate_lighting( struct gl_context *ctx,
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struct tnl_pipeline_stage *stage )
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{
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light_func *tab;
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if (!ctx->Light.Enabled)
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return;
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if (ctx->Light._NeedVertices) {
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tab = _tnl_light_tab;
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}
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else {
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if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
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tab = _tnl_light_fast_single_tab;
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else
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tab = _tnl_light_fast_tab;
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}
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LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
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/* This and the above should only be done on _NEW_LIGHT:
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*/
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TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
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}
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/* Called the first time stage->run is called. In effect, don't
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* allocate data until the first time the stage is run.
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*/
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static GLboolean init_lighting( struct gl_context *ctx,
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struct tnl_pipeline_stage *stage )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct light_stage_data *store;
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GLuint size = tnl->vb.Size;
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stage->privatePtr = MALLOC(sizeof(*store));
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store = LIGHT_STAGE_DATA(stage);
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if (!store)
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return GL_FALSE;
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/* Do onetime init.
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*/
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init_lighting_tables();
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_mesa_vector4f_alloc( &store->Input, 0, size, 32 );
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_mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
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_mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
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store->LitColor[0].size = 4;
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store->LitColor[1].size = 4;
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return GL_TRUE;
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}
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static void dtr( struct tnl_pipeline_stage *stage )
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{
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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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if (store) {
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_mesa_vector4f_free( &store->Input );
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_mesa_vector4f_free( &store->LitColor[0] );
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_mesa_vector4f_free( &store->LitColor[1] );
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FREE( store );
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stage->privatePtr = NULL;
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}
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}
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const struct tnl_pipeline_stage _tnl_lighting_stage =
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{
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"lighting", /* name */
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NULL, /* private_data */
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init_lighting,
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dtr, /* destroy */
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validate_lighting,
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run_lighting
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};
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