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638 lines
17 KiB
C
638 lines
17 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 5.1
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*
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* Copyright (C) 1999-2003 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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*
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* Authors:
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* Brian Paul
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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/* define TRACE to trace lighting code */
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/* #define TRACE 1 */
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/*
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* ctx is the current context
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* VB is the vertex buffer
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* stage is the lighting stage-private data
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* input is the vector of eye or object-space vertex coordinates
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*/
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static void TAG(light_rgba_spec)( 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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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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GLfloat (*base)[3] = ctx->Light._BaseColor;
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GLfloat sumA[2];
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GLuint j;
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const GLuint vstride = input->stride;
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const GLfloat *vertex = (GLfloat *)input->data;
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const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
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const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
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GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
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#if IDX & LIGHT_TWOSIDE
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GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
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#endif
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const GLuint nr = VB->Count;
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#ifdef TRACE
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fprintf(stderr, "%s\n", __FUNCTION__ );
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#endif
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VB->AttribPtr[_TNL_ATTRIB_COLOR] = &store->LitColor[0];
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sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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#if IDX & LIGHT_TWOSIDE
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VB->BackfaceColorPtr = &store->LitColor[1];
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sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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#endif
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store->LitColor[0].stride = 16;
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store->LitColor[1].stride = 16;
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for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
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GLfloat sum[2][3], spec[2][3];
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struct gl_light *light;
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#if IDX & LIGHT_MATERIAL
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update_materials( ctx, store );
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sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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#if IDX & LIGHT_TWOSIDE
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sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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#endif
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#endif
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COPY_3V(sum[0], base[0]);
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ZERO_3V(spec[0]);
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#if IDX & LIGHT_TWOSIDE
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COPY_3V(sum[1], base[1]);
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ZERO_3V(spec[1]);
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#endif
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/* Add contribution from each enabled light source */
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat n_dot_h;
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GLfloat correction;
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GLint side;
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GLfloat contrib[3];
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GLfloat attenuation;
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GLfloat VP[3]; /* unit vector from vertex to light */
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GLfloat n_dot_VP; /* n dot VP */
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GLfloat *h;
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/* compute VP and attenuation */
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if (!(light->_Flags & LIGHT_POSITIONAL)) {
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/* directional light */
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COPY_3V(VP, light->_VP_inf_norm);
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attenuation = light->_VP_inf_spot_attenuation;
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}
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else {
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GLfloat d; /* distance from vertex to light */
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SUB_3V(VP, light->_Position, vertex);
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d = (GLfloat) LEN_3FV( VP );
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if (d > 1e-6) {
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GLfloat invd = 1.0F / d;
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SELF_SCALE_SCALAR_3V(VP, invd);
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}
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attenuation = 1.0F / (light->ConstantAttenuation + d *
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(light->LinearAttenuation + d *
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light->QuadraticAttenuation));
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/* spotlight attenuation */
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if (light->_Flags & LIGHT_SPOT) {
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GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
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if (PV_dot_dir<light->_CosCutoff) {
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continue; /* this light makes no contribution */
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}
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else {
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GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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GLint k = (GLint) x;
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GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
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+ (x-k)*light->_SpotExpTable[k][1]);
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attenuation *= spot;
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}
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}
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}
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if (attenuation < 1e-3)
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continue; /* this light makes no contribution */
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/* Compute dot product or normal and vector from V to light pos */
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n_dot_VP = DOT3( normal, VP );
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/* Which side gets the diffuse & specular terms? */
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if (n_dot_VP < 0.0F) {
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ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
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#if IDX & LIGHT_TWOSIDE
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side = 1;
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correction = -1;
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n_dot_VP = -n_dot_VP;
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#else
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continue;
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#endif
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}
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else {
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#if IDX & LIGHT_TWOSIDE
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ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
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#endif
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side = 0;
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correction = 1;
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}
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/* diffuse term */
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COPY_3V(contrib, light->_MatAmbient[side]);
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ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
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ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
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/* specular term - cannibalize VP... */
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if (ctx->Light.Model.LocalViewer) {
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GLfloat v[3];
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COPY_3V(v, vertex);
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NORMALIZE_3FV(v);
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SUB_3V(VP, VP, v); /* h = VP + VPe */
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h = VP;
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NORMALIZE_3FV(h);
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}
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else if (light->_Flags & LIGHT_POSITIONAL) {
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h = VP;
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ACC_3V(h, ctx->_EyeZDir);
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NORMALIZE_3FV(h);
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}
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else {
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h = light->_h_inf_norm;
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}
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n_dot_h = correction * DOT3(normal, h);
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if (n_dot_h > 0.0F) {
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GLfloat spec_coef;
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struct gl_shine_tab *tab = ctx->_ShineTable[side];
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GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
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if (spec_coef > 1.0e-10) {
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spec_coef *= attenuation;
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ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
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light->_MatSpecular[side]);
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}
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}
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} /*loop over lights*/
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COPY_3V( Fcolor[j], sum[0] );
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Fcolor[j][3] = sumA[0];
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#if IDX & LIGHT_TWOSIDE
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COPY_3V( Bcolor[j], sum[1] );
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Bcolor[j][3] = sumA[1];
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#endif
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}
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}
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static void TAG(light_rgba)( 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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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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GLuint j;
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GLfloat (*base)[3] = ctx->Light._BaseColor;
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GLfloat sumA[2];
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const GLuint vstride = input->stride;
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const GLfloat *vertex = (GLfloat *) input->data;
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const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
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const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
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GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
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#if IDX & LIGHT_TWOSIDE
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GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
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#endif
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const GLuint nr = VB->Count;
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#ifdef TRACE
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fprintf(stderr, "%s\n", __FUNCTION__ );
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#endif
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VB->AttribPtr[_TNL_ATTRIB_COLOR] = &store->LitColor[0];
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sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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#if IDX & LIGHT_TWOSIDE
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VB->BackfaceColorPtr = &store->LitColor[1];
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sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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#endif
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store->LitColor[0].stride = 16;
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store->LitColor[1].stride = 16;
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for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
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GLfloat sum[2][3];
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struct gl_light *light;
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#if IDX & LIGHT_MATERIAL
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update_materials( ctx, store );
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sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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#if IDX & LIGHT_TWOSIDE
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sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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#endif
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#endif
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COPY_3V(sum[0], base[0]);
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#if IDX & LIGHT_TWOSIDE
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COPY_3V(sum[1], base[1]);
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#endif
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/* Add contribution from each enabled light source */
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat n_dot_h;
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GLfloat correction;
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GLint side;
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GLfloat contrib[3];
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GLfloat attenuation = 1.0;
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GLfloat VP[3]; /* unit vector from vertex to light */
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GLfloat n_dot_VP; /* n dot VP */
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GLfloat *h;
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/* compute VP and attenuation */
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if (!(light->_Flags & LIGHT_POSITIONAL)) {
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/* directional light */
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COPY_3V(VP, light->_VP_inf_norm);
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attenuation = light->_VP_inf_spot_attenuation;
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}
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else {
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GLfloat d; /* distance from vertex to light */
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SUB_3V(VP, light->_Position, vertex);
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d = (GLfloat) LEN_3FV( VP );
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if ( d > 1e-6) {
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GLfloat invd = 1.0F / d;
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SELF_SCALE_SCALAR_3V(VP, invd);
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}
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attenuation = 1.0F / (light->ConstantAttenuation + d *
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(light->LinearAttenuation + d *
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light->QuadraticAttenuation));
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/* spotlight attenuation */
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if (light->_Flags & LIGHT_SPOT) {
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GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
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if (PV_dot_dir<light->_CosCutoff) {
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continue; /* this light makes no contribution */
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}
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else {
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GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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GLint k = (GLint) x;
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GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
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+ (x-k)*light->_SpotExpTable[k][1]);
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attenuation *= spot;
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}
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}
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}
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if (attenuation < 1e-3)
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continue; /* this light makes no contribution */
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/* Compute dot product or normal and vector from V to light pos */
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n_dot_VP = DOT3( normal, VP );
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/* which side are we lighting? */
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if (n_dot_VP < 0.0F) {
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ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
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#if IDX & LIGHT_TWOSIDE
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side = 1;
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correction = -1;
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n_dot_VP = -n_dot_VP;
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#else
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continue;
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#endif
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}
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else {
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#if IDX & LIGHT_TWOSIDE
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ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
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#endif
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side = 0;
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correction = 1;
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}
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COPY_3V(contrib, light->_MatAmbient[side]);
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/* diffuse term */
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ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
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/* specular term - cannibalize VP... */
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{
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if (ctx->Light.Model.LocalViewer) {
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GLfloat v[3];
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COPY_3V(v, vertex);
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NORMALIZE_3FV(v);
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SUB_3V(VP, VP, v); /* h = VP + VPe */
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h = VP;
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NORMALIZE_3FV(h);
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}
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else if (light->_Flags & LIGHT_POSITIONAL) {
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h = VP;
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ACC_3V(h, ctx->_EyeZDir);
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NORMALIZE_3FV(h);
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}
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else {
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h = light->_h_inf_norm;
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}
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n_dot_h = correction * DOT3(normal, h);
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if (n_dot_h > 0.0F)
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{
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GLfloat spec_coef;
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struct gl_shine_tab *tab = ctx->_ShineTable[side];
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GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
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ACC_SCALE_SCALAR_3V( contrib, spec_coef,
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light->_MatSpecular[side]);
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}
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}
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ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
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}
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COPY_3V( Fcolor[j], sum[0] );
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Fcolor[j][3] = sumA[0];
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#if IDX & LIGHT_TWOSIDE
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COPY_3V( Bcolor[j], sum[1] );
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Bcolor[j][3] = sumA[1];
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#endif
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}
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}
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/* As below, but with just a single light.
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*/
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static void TAG(light_fast_rgba_single)( 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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struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
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const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
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const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
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GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
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#if IDX & LIGHT_TWOSIDE
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GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
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#endif
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const struct gl_light *light = ctx->Light.EnabledList.next;
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GLuint j = 0;
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GLfloat base[2][4];
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#if IDX & LIGHT_MATERIAL
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const GLuint nr = VB->Count;
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#else
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const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
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#endif
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#ifdef TRACE
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fprintf(stderr, "%s\n", __FUNCTION__ );
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#endif
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(void) input; /* doesn't refer to Eye or Obj */
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VB->AttribPtr[_TNL_ATTRIB_COLOR] = &store->LitColor[0];
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#if IDX & LIGHT_TWOSIDE
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VB->BackfaceColorPtr = &store->LitColor[1];
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#endif
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if (nr > 1) {
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store->LitColor[0].stride = 16;
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store->LitColor[1].stride = 16;
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}
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else {
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store->LitColor[0].stride = 0;
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store->LitColor[1].stride = 0;
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}
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for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
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GLfloat n_dot_VP;
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#if IDX & LIGHT_MATERIAL
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update_materials( ctx, store );
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#endif
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/* No attenuation, so incoporate _MatAmbient into base color.
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*/
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#if !(IDX & LIGHT_MATERIAL)
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if ( j == 0 )
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#endif
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{
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COPY_3V(base[0], light->_MatAmbient[0]);
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ACC_3V(base[0], ctx->Light._BaseColor[0] );
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base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
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#if IDX & LIGHT_TWOSIDE
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COPY_3V(base[1], light->_MatAmbient[1]);
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ACC_3V(base[1], ctx->Light._BaseColor[1]);
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base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
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#endif
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}
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n_dot_VP = DOT3(normal, light->_VP_inf_norm);
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if (n_dot_VP < 0.0F) {
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#if IDX & LIGHT_TWOSIDE
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GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
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GLfloat sum[3];
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COPY_3V(sum, base[1]);
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ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
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if (n_dot_h > 0.0F) {
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GLfloat spec;
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GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
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ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
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}
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COPY_3V(Bcolor[j], sum );
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Bcolor[j][3] = base[1][3];
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#endif
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COPY_4FV(Fcolor[j], base[0]);
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}
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else {
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GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
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GLfloat sum[3];
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COPY_3V(sum, base[0]);
|
|
ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
|
|
if (n_dot_h > 0.0F) {
|
|
GLfloat spec;
|
|
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
|
|
|
|
}
|
|
COPY_3V(Fcolor[j], sum );
|
|
Fcolor[j][3] = base[0][3];
|
|
#if IDX & LIGHT_TWOSIDE
|
|
COPY_4FV(Bcolor[j], base[1]);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* Light infinite lights
|
|
*/
|
|
static void TAG(light_fast_rgba)( struct gl_context *ctx,
|
|
struct vertex_buffer *VB,
|
|
struct tnl_pipeline_stage *stage,
|
|
GLvector4f *input )
|
|
{
|
|
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
|
|
GLfloat sumA[2];
|
|
const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
|
|
const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
|
|
GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
|
|
#if IDX & LIGHT_TWOSIDE
|
|
GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
|
|
#endif
|
|
GLuint j = 0;
|
|
#if IDX & LIGHT_MATERIAL
|
|
const GLuint nr = VB->Count;
|
|
#else
|
|
const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
|
|
#endif
|
|
const struct gl_light *light;
|
|
|
|
#ifdef TRACE
|
|
fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
|
|
#endif
|
|
|
|
(void) input;
|
|
|
|
sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
|
|
sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
|
|
|
|
VB->AttribPtr[_TNL_ATTRIB_COLOR] = &store->LitColor[0];
|
|
#if IDX & LIGHT_TWOSIDE
|
|
VB->BackfaceColorPtr = &store->LitColor[1];
|
|
#endif
|
|
|
|
if (nr > 1) {
|
|
store->LitColor[0].stride = 16;
|
|
store->LitColor[1].stride = 16;
|
|
}
|
|
else {
|
|
store->LitColor[0].stride = 0;
|
|
store->LitColor[1].stride = 0;
|
|
}
|
|
|
|
for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
|
|
|
|
GLfloat sum[2][3];
|
|
|
|
#if IDX & LIGHT_MATERIAL
|
|
update_materials( ctx, store );
|
|
|
|
sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
|
|
#if IDX & LIGHT_TWOSIDE
|
|
sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
|
|
#endif
|
|
#endif
|
|
|
|
|
|
COPY_3V(sum[0], ctx->Light._BaseColor[0]);
|
|
#if IDX & LIGHT_TWOSIDE
|
|
COPY_3V(sum[1], ctx->Light._BaseColor[1]);
|
|
#endif
|
|
|
|
foreach (light, &ctx->Light.EnabledList) {
|
|
GLfloat n_dot_h, n_dot_VP, spec;
|
|
|
|
ACC_3V(sum[0], light->_MatAmbient[0]);
|
|
#if IDX & LIGHT_TWOSIDE
|
|
ACC_3V(sum[1], light->_MatAmbient[1]);
|
|
#endif
|
|
|
|
n_dot_VP = DOT3(normal, light->_VP_inf_norm);
|
|
|
|
if (n_dot_VP > 0.0F) {
|
|
ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
|
|
n_dot_h = DOT3(normal, light->_h_inf_norm);
|
|
if (n_dot_h > 0.0F) {
|
|
struct gl_shine_tab *tab = ctx->_ShineTable[0];
|
|
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
|
|
}
|
|
}
|
|
#if IDX & LIGHT_TWOSIDE
|
|
else {
|
|
ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
|
|
n_dot_h = -DOT3(normal, light->_h_inf_norm);
|
|
if (n_dot_h > 0.0F) {
|
|
struct gl_shine_tab *tab = ctx->_ShineTable[1];
|
|
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
|
|
ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
COPY_3V( Fcolor[j], sum[0] );
|
|
Fcolor[j][3] = sumA[0];
|
|
|
|
#if IDX & LIGHT_TWOSIDE
|
|
COPY_3V( Bcolor[j], sum[1] );
|
|
Bcolor[j][3] = sumA[1];
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
static void TAG(init_light_tab)( void )
|
|
{
|
|
_tnl_light_tab[IDX] = TAG(light_rgba);
|
|
_tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
|
|
_tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
|
|
_tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
|
|
}
|
|
|
|
|
|
#undef TAG
|
|
#undef IDX
|