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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23  * OTHER DEALINGS IN THE SOFTWARE.
24  */
25 
26 
27 #include "c99_math.h"
28 #include "glheader.h"
29 #include "imports.h"
30 #include "context.h"
31 #include "enums.h"
32 #include "light.h"
33 #include "macros.h"
34 #include "mtypes.h"
35 #include "math/m_matrix.h"
36 #include "util/bitscan.h"
37 
38 
39 void GLAPIENTRY
_mesa_ShadeModel(GLenum mode)40 _mesa_ShadeModel( GLenum mode )
41 {
42    GET_CURRENT_CONTEXT(ctx);
43 
44    if (MESA_VERBOSE & VERBOSE_API)
45       _mesa_debug(ctx, "glShadeModel %s\n", _mesa_enum_to_string(mode));
46 
47    if (ctx->Light.ShadeModel == mode)
48       return;
49 
50    if (mode != GL_FLAT && mode != GL_SMOOTH) {
51       _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
52       return;
53    }
54 
55    FLUSH_VERTICES(ctx, _NEW_LIGHT);
56    ctx->Light.ShadeModel = mode;
57 
58    if (ctx->Driver.ShadeModel)
59       ctx->Driver.ShadeModel( ctx, mode );
60 }
61 
62 
63 /**
64  * Set the provoking vertex (the vertex which specifies the prim's
65  * color when flat shading) to either the first or last vertex of the
66  * triangle or line.
67  */
68 void GLAPIENTRY
_mesa_ProvokingVertex(GLenum mode)69 _mesa_ProvokingVertex(GLenum mode)
70 {
71    GET_CURRENT_CONTEXT(ctx);
72 
73    if (MESA_VERBOSE&VERBOSE_API)
74       _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
75 
76    if (ctx->Light.ProvokingVertex == mode)
77       return;
78 
79    switch (mode) {
80    case GL_FIRST_VERTEX_CONVENTION_EXT:
81    case GL_LAST_VERTEX_CONVENTION_EXT:
82       break;
83    default:
84       _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
85       return;
86    }
87 
88    FLUSH_VERTICES(ctx, _NEW_LIGHT);
89    ctx->Light.ProvokingVertex = mode;
90 }
91 
92 
93 /**
94  * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
95  * per-light state.
96  * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
97  * will have already been transformed by the modelview matrix!
98  * Also, all error checking should have already been done.
99  */
100 void
_mesa_light(struct gl_context * ctx,GLuint lnum,GLenum pname,const GLfloat * params)101 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
102 {
103    struct gl_light *light;
104 
105    assert(lnum < MAX_LIGHTS);
106    light = &ctx->Light.Light[lnum];
107 
108    switch (pname) {
109    case GL_AMBIENT:
110       if (TEST_EQ_4V(light->Ambient, params))
111 	 return;
112       FLUSH_VERTICES(ctx, _NEW_LIGHT);
113       COPY_4V( light->Ambient, params );
114       break;
115    case GL_DIFFUSE:
116       if (TEST_EQ_4V(light->Diffuse, params))
117 	 return;
118       FLUSH_VERTICES(ctx, _NEW_LIGHT);
119       COPY_4V( light->Diffuse, params );
120       break;
121    case GL_SPECULAR:
122       if (TEST_EQ_4V(light->Specular, params))
123 	 return;
124       FLUSH_VERTICES(ctx, _NEW_LIGHT);
125       COPY_4V( light->Specular, params );
126       break;
127    case GL_POSITION:
128       /* NOTE: position has already been transformed by ModelView! */
129       if (TEST_EQ_4V(light->EyePosition, params))
130 	 return;
131       FLUSH_VERTICES(ctx, _NEW_LIGHT);
132       COPY_4V(light->EyePosition, params);
133       if (light->EyePosition[3] != 0.0F)
134 	 light->_Flags |= LIGHT_POSITIONAL;
135       else
136 	 light->_Flags &= ~LIGHT_POSITIONAL;
137       break;
138    case GL_SPOT_DIRECTION:
139       /* NOTE: Direction already transformed by inverse ModelView! */
140       if (TEST_EQ_3V(light->SpotDirection, params))
141 	 return;
142       FLUSH_VERTICES(ctx, _NEW_LIGHT);
143       COPY_3V(light->SpotDirection, params);
144       break;
145    case GL_SPOT_EXPONENT:
146       assert(params[0] >= 0.0F);
147       assert(params[0] <= ctx->Const.MaxSpotExponent);
148       if (light->SpotExponent == params[0])
149 	 return;
150       FLUSH_VERTICES(ctx, _NEW_LIGHT);
151       light->SpotExponent = params[0];
152       break;
153    case GL_SPOT_CUTOFF:
154       assert(params[0] == 180.0F || (params[0] >= 0.0F && params[0] <= 90.0F));
155       if (light->SpotCutoff == params[0])
156          return;
157       FLUSH_VERTICES(ctx, _NEW_LIGHT);
158       light->SpotCutoff = params[0];
159       light->_CosCutoff = (cosf(light->SpotCutoff * M_PI / 180.0));
160       if (light->_CosCutoff < 0)
161          light->_CosCutoff = 0;
162       if (light->SpotCutoff != 180.0F)
163          light->_Flags |= LIGHT_SPOT;
164       else
165          light->_Flags &= ~LIGHT_SPOT;
166       break;
167    case GL_CONSTANT_ATTENUATION:
168       assert(params[0] >= 0.0F);
169       if (light->ConstantAttenuation == params[0])
170 	 return;
171       FLUSH_VERTICES(ctx, _NEW_LIGHT);
172       light->ConstantAttenuation = params[0];
173       break;
174    case GL_LINEAR_ATTENUATION:
175       assert(params[0] >= 0.0F);
176       if (light->LinearAttenuation == params[0])
177 	 return;
178       FLUSH_VERTICES(ctx, _NEW_LIGHT);
179       light->LinearAttenuation = params[0];
180       break;
181    case GL_QUADRATIC_ATTENUATION:
182       assert(params[0] >= 0.0F);
183       if (light->QuadraticAttenuation == params[0])
184 	 return;
185       FLUSH_VERTICES(ctx, _NEW_LIGHT);
186       light->QuadraticAttenuation = params[0];
187       break;
188    default:
189       unreachable("Unexpected pname in _mesa_light()");
190    }
191 
192    if (ctx->Driver.Lightfv)
193       ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
194 }
195 
196 
197 void GLAPIENTRY
_mesa_Lightf(GLenum light,GLenum pname,GLfloat param)198 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
199 {
200    GLfloat fparam[4];
201    fparam[0] = param;
202    fparam[1] = fparam[2] = fparam[3] = 0.0F;
203    _mesa_Lightfv( light, pname, fparam );
204 }
205 
206 
207 void GLAPIENTRY
_mesa_Lightfv(GLenum light,GLenum pname,const GLfloat * params)208 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
209 {
210    GET_CURRENT_CONTEXT(ctx);
211    GLint i = (GLint) (light - GL_LIGHT0);
212    GLfloat temp[4];
213 
214    if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
215       _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
216       return;
217    }
218 
219    /* do particular error checks, transformations */
220    switch (pname) {
221    case GL_AMBIENT:
222    case GL_DIFFUSE:
223    case GL_SPECULAR:
224       /* nothing */
225       break;
226    case GL_POSITION:
227       /* transform position by ModelView matrix */
228       TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
229       params = temp;
230       break;
231    case GL_SPOT_DIRECTION:
232       /* transform direction by inverse modelview */
233       if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
234 	 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
235       }
236       TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
237       params = temp;
238       break;
239    case GL_SPOT_EXPONENT:
240       if (params[0] < 0.0F || params[0] > ctx->Const.MaxSpotExponent) {
241 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
242 	 return;
243       }
244       break;
245    case GL_SPOT_CUTOFF:
246       if ((params[0] < 0.0F || params[0] > 90.0F) && params[0] != 180.0F) {
247 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
248 	 return;
249       }
250       break;
251    case GL_CONSTANT_ATTENUATION:
252    case GL_LINEAR_ATTENUATION:
253    case GL_QUADRATIC_ATTENUATION:
254       if (params[0] < 0.0F) {
255 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
256 	 return;
257       }
258       break;
259    default:
260       _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
261       return;
262    }
263 
264    _mesa_light(ctx, i, pname, params);
265 }
266 
267 
268 void GLAPIENTRY
_mesa_Lighti(GLenum light,GLenum pname,GLint param)269 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
270 {
271    GLint iparam[4];
272    iparam[0] = param;
273    iparam[1] = iparam[2] = iparam[3] = 0;
274    _mesa_Lightiv( light, pname, iparam );
275 }
276 
277 
278 void GLAPIENTRY
_mesa_Lightiv(GLenum light,GLenum pname,const GLint * params)279 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
280 {
281    GLfloat fparam[4];
282 
283    switch (pname) {
284       case GL_AMBIENT:
285       case GL_DIFFUSE:
286       case GL_SPECULAR:
287          fparam[0] = INT_TO_FLOAT( params[0] );
288          fparam[1] = INT_TO_FLOAT( params[1] );
289          fparam[2] = INT_TO_FLOAT( params[2] );
290          fparam[3] = INT_TO_FLOAT( params[3] );
291          break;
292       case GL_POSITION:
293          fparam[0] = (GLfloat) params[0];
294          fparam[1] = (GLfloat) params[1];
295          fparam[2] = (GLfloat) params[2];
296          fparam[3] = (GLfloat) params[3];
297          break;
298       case GL_SPOT_DIRECTION:
299          fparam[0] = (GLfloat) params[0];
300          fparam[1] = (GLfloat) params[1];
301          fparam[2] = (GLfloat) params[2];
302          break;
303       case GL_SPOT_EXPONENT:
304       case GL_SPOT_CUTOFF:
305       case GL_CONSTANT_ATTENUATION:
306       case GL_LINEAR_ATTENUATION:
307       case GL_QUADRATIC_ATTENUATION:
308          fparam[0] = (GLfloat) params[0];
309          break;
310       default:
311          /* error will be caught later in gl_Lightfv */
312          ;
313    }
314 
315    _mesa_Lightfv( light, pname, fparam );
316 }
317 
318 
319 
320 void GLAPIENTRY
_mesa_GetLightfv(GLenum light,GLenum pname,GLfloat * params)321 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
322 {
323    GET_CURRENT_CONTEXT(ctx);
324    GLint l = (GLint) (light - GL_LIGHT0);
325 
326    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
327       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
328       return;
329    }
330 
331    switch (pname) {
332       case GL_AMBIENT:
333          COPY_4V( params, ctx->Light.Light[l].Ambient );
334          break;
335       case GL_DIFFUSE:
336          COPY_4V( params, ctx->Light.Light[l].Diffuse );
337          break;
338       case GL_SPECULAR:
339          COPY_4V( params, ctx->Light.Light[l].Specular );
340          break;
341       case GL_POSITION:
342          COPY_4V( params, ctx->Light.Light[l].EyePosition );
343          break;
344       case GL_SPOT_DIRECTION:
345          COPY_3V( params, ctx->Light.Light[l].SpotDirection );
346          break;
347       case GL_SPOT_EXPONENT:
348          params[0] = ctx->Light.Light[l].SpotExponent;
349          break;
350       case GL_SPOT_CUTOFF:
351          params[0] = ctx->Light.Light[l].SpotCutoff;
352          break;
353       case GL_CONSTANT_ATTENUATION:
354          params[0] = ctx->Light.Light[l].ConstantAttenuation;
355          break;
356       case GL_LINEAR_ATTENUATION:
357          params[0] = ctx->Light.Light[l].LinearAttenuation;
358          break;
359       case GL_QUADRATIC_ATTENUATION:
360          params[0] = ctx->Light.Light[l].QuadraticAttenuation;
361          break;
362       default:
363          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
364          break;
365    }
366 }
367 
368 
369 void GLAPIENTRY
_mesa_GetLightiv(GLenum light,GLenum pname,GLint * params)370 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
371 {
372    GET_CURRENT_CONTEXT(ctx);
373    GLint l = (GLint) (light - GL_LIGHT0);
374 
375    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
376       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
377       return;
378    }
379 
380    switch (pname) {
381       case GL_AMBIENT:
382          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
383          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
384          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
385          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
386          break;
387       case GL_DIFFUSE:
388          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
389          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
390          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
391          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
392          break;
393       case GL_SPECULAR:
394          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
395          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
396          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
397          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
398          break;
399       case GL_POSITION:
400          params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
401          params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
402          params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
403          params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
404          break;
405       case GL_SPOT_DIRECTION:
406          params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
407          params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
408          params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
409          break;
410       case GL_SPOT_EXPONENT:
411          params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
412          break;
413       case GL_SPOT_CUTOFF:
414          params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
415          break;
416       case GL_CONSTANT_ATTENUATION:
417          params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
418          break;
419       case GL_LINEAR_ATTENUATION:
420          params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
421          break;
422       case GL_QUADRATIC_ATTENUATION:
423          params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
424          break;
425       default:
426          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
427          break;
428    }
429 }
430 
431 
432 
433 /**********************************************************************/
434 /***                        Light Model                             ***/
435 /**********************************************************************/
436 
437 
438 void GLAPIENTRY
_mesa_LightModelfv(GLenum pname,const GLfloat * params)439 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
440 {
441    GLenum newenum;
442    GLboolean newbool;
443    GET_CURRENT_CONTEXT(ctx);
444 
445    switch (pname) {
446       case GL_LIGHT_MODEL_AMBIENT:
447          if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
448 	    return;
449 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
450          COPY_4V( ctx->Light.Model.Ambient, params );
451          break;
452       case GL_LIGHT_MODEL_LOCAL_VIEWER:
453          if (ctx->API != API_OPENGL_COMPAT)
454             goto invalid_pname;
455          newbool = (params[0] != 0.0F);
456 	 if (ctx->Light.Model.LocalViewer == newbool)
457 	    return;
458 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
459 	 ctx->Light.Model.LocalViewer = newbool;
460          break;
461       case GL_LIGHT_MODEL_TWO_SIDE:
462          newbool = (params[0] != 0.0F);
463 	 if (ctx->Light.Model.TwoSide == newbool)
464 	    return;
465 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
466 	 ctx->Light.Model.TwoSide = newbool;
467          break;
468       case GL_LIGHT_MODEL_COLOR_CONTROL:
469          if (ctx->API != API_OPENGL_COMPAT)
470             goto invalid_pname;
471          if (params[0] == (GLfloat) GL_SINGLE_COLOR)
472 	    newenum = GL_SINGLE_COLOR;
473          else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
474 	    newenum = GL_SEPARATE_SPECULAR_COLOR;
475 	 else {
476             _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
477                          (GLint) params[0] );
478 	    return;
479          }
480 	 if (ctx->Light.Model.ColorControl == newenum)
481 	    return;
482 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
483 	 ctx->Light.Model.ColorControl = newenum;
484          break;
485       default:
486          goto invalid_pname;
487    }
488 
489    if (ctx->Driver.LightModelfv)
490       ctx->Driver.LightModelfv( ctx, pname, params );
491 
492    return;
493 
494 invalid_pname:
495    _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
496    return;
497 }
498 
499 
500 void GLAPIENTRY
_mesa_LightModeliv(GLenum pname,const GLint * params)501 _mesa_LightModeliv( GLenum pname, const GLint *params )
502 {
503    GLfloat fparam[4];
504 
505    switch (pname) {
506       case GL_LIGHT_MODEL_AMBIENT:
507          fparam[0] = INT_TO_FLOAT( params[0] );
508          fparam[1] = INT_TO_FLOAT( params[1] );
509          fparam[2] = INT_TO_FLOAT( params[2] );
510          fparam[3] = INT_TO_FLOAT( params[3] );
511          break;
512       case GL_LIGHT_MODEL_LOCAL_VIEWER:
513       case GL_LIGHT_MODEL_TWO_SIDE:
514       case GL_LIGHT_MODEL_COLOR_CONTROL:
515          fparam[0] = (GLfloat) params[0];
516          break;
517       default:
518          /* Error will be caught later in gl_LightModelfv */
519          ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
520    }
521    _mesa_LightModelfv( pname, fparam );
522 }
523 
524 
525 void GLAPIENTRY
_mesa_LightModeli(GLenum pname,GLint param)526 _mesa_LightModeli( GLenum pname, GLint param )
527 {
528    GLint iparam[4];
529    iparam[0] = param;
530    iparam[1] = iparam[2] = iparam[3] = 0;
531    _mesa_LightModeliv( pname, iparam );
532 }
533 
534 
535 void GLAPIENTRY
_mesa_LightModelf(GLenum pname,GLfloat param)536 _mesa_LightModelf( GLenum pname, GLfloat param )
537 {
538    GLfloat fparam[4];
539    fparam[0] = param;
540    fparam[1] = fparam[2] = fparam[3] = 0.0F;
541    _mesa_LightModelfv( pname, fparam );
542 }
543 
544 
545 
546 /********** MATERIAL **********/
547 
548 
549 /*
550  * Given a face and pname value (ala glColorMaterial), compute a bitmask
551  * of the targeted material values.
552  */
553 GLuint
_mesa_material_bitmask(struct gl_context * ctx,GLenum face,GLenum pname,GLuint legal,const char * where)554 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
555                         GLuint legal, const char *where )
556 {
557    GLuint bitmask = 0;
558 
559    /* Make a bitmask indicating what material attribute(s) we're updating */
560    switch (pname) {
561       case GL_EMISSION:
562          bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
563          break;
564       case GL_AMBIENT:
565          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
566          break;
567       case GL_DIFFUSE:
568          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
569          break;
570       case GL_SPECULAR:
571          bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
572          break;
573       case GL_SHININESS:
574          bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
575          break;
576       case GL_AMBIENT_AND_DIFFUSE:
577          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
578          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
579          break;
580       case GL_COLOR_INDEXES:
581          bitmask |= MAT_BIT_FRONT_INDEXES  | MAT_BIT_BACK_INDEXES;
582          break;
583       default:
584          _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
585          return 0;
586    }
587 
588    if (face==GL_FRONT) {
589       bitmask &= FRONT_MATERIAL_BITS;
590    }
591    else if (face==GL_BACK) {
592       bitmask &= BACK_MATERIAL_BITS;
593    }
594    else if (face != GL_FRONT_AND_BACK) {
595       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
596       return 0;
597    }
598 
599    if (bitmask & ~legal) {
600       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
601       return 0;
602    }
603 
604    return bitmask;
605 }
606 
607 
608 
609 /* Update derived values following a change in ctx->Light.Material
610  */
611 void
_mesa_update_material(struct gl_context * ctx,GLuint bitmask)612 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
613 {
614    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
615 
616    if (MESA_VERBOSE & VERBOSE_MATERIAL)
617       _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
618 
619    if (!bitmask)
620       return;
621 
622    /* update material ambience */
623    if (bitmask & MAT_BIT_FRONT_AMBIENT) {
624       GLbitfield mask = ctx->Light._EnabledLights;
625       while (mask) {
626          const int i = u_bit_scan(&mask);
627          struct gl_light *light = &ctx->Light.Light[i];
628          SCALE_3V( light->_MatAmbient[0], light->Ambient,
629 		   mat[MAT_ATTRIB_FRONT_AMBIENT]);
630       }
631    }
632 
633    if (bitmask & MAT_BIT_BACK_AMBIENT) {
634       GLbitfield mask = ctx->Light._EnabledLights;
635       while (mask) {
636          const int i = u_bit_scan(&mask);
637          struct gl_light *light = &ctx->Light.Light[i];
638          SCALE_3V( light->_MatAmbient[1], light->Ambient,
639 		   mat[MAT_ATTRIB_BACK_AMBIENT]);
640       }
641    }
642 
643    /* update BaseColor = emission + scene's ambience * material's ambience */
644    if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
645       COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
646       ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
647 		    ctx->Light.Model.Ambient );
648    }
649 
650    if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
651       COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
652       ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
653 		    ctx->Light.Model.Ambient );
654    }
655 
656    /* update material diffuse values */
657    if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
658       GLbitfield mask = ctx->Light._EnabledLights;
659       while (mask) {
660          const int i = u_bit_scan(&mask);
661          struct gl_light *light = &ctx->Light.Light[i];
662 	 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
663 		   mat[MAT_ATTRIB_FRONT_DIFFUSE] );
664       }
665    }
666 
667    if (bitmask & MAT_BIT_BACK_DIFFUSE) {
668       GLbitfield mask = ctx->Light._EnabledLights;
669       while (mask) {
670          const int i = u_bit_scan(&mask);
671          struct gl_light *light = &ctx->Light.Light[i];
672 	 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
673 		   mat[MAT_ATTRIB_BACK_DIFFUSE] );
674       }
675    }
676 
677    /* update material specular values */
678    if (bitmask & MAT_BIT_FRONT_SPECULAR) {
679       GLbitfield mask = ctx->Light._EnabledLights;
680       while (mask) {
681          const int i = u_bit_scan(&mask);
682          struct gl_light *light = &ctx->Light.Light[i];
683 	 SCALE_3V( light->_MatSpecular[0], light->Specular,
684 		   mat[MAT_ATTRIB_FRONT_SPECULAR]);
685       }
686    }
687 
688    if (bitmask & MAT_BIT_BACK_SPECULAR) {
689       GLbitfield mask = ctx->Light._EnabledLights;
690       while (mask) {
691          const int i = u_bit_scan(&mask);
692          struct gl_light *light = &ctx->Light.Light[i];
693 	 SCALE_3V( light->_MatSpecular[1], light->Specular,
694 		   mat[MAT_ATTRIB_BACK_SPECULAR]);
695       }
696    }
697 }
698 
699 
700 /*
701  * Update the current materials from the given rgba color
702  * according to the bitmask in _ColorMaterialBitmask, which is
703  * set by glColorMaterial().
704  */
705 void
_mesa_update_color_material(struct gl_context * ctx,const GLfloat color[4])706 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
707 {
708    GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
709    struct gl_material *mat = &ctx->Light.Material;
710 
711    while (bitmask) {
712       const int i = u_bit_scan(&bitmask);
713 
714       COPY_4FV( mat->Attrib[i], color );
715    }
716 
717    _mesa_update_material( ctx, bitmask );
718 }
719 
720 
721 void GLAPIENTRY
_mesa_ColorMaterial(GLenum face,GLenum mode)722 _mesa_ColorMaterial( GLenum face, GLenum mode )
723 {
724    GET_CURRENT_CONTEXT(ctx);
725    GLuint bitmask;
726    GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
727 		   MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
728 		   MAT_BIT_FRONT_DIFFUSE  | MAT_BIT_BACK_DIFFUSE  |
729 		   MAT_BIT_FRONT_AMBIENT  | MAT_BIT_BACK_AMBIENT);
730 
731    if (MESA_VERBOSE&VERBOSE_API)
732       _mesa_debug(ctx, "glColorMaterial %s %s\n",
733                   _mesa_enum_to_string(face),
734                   _mesa_enum_to_string(mode));
735 
736    bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
737    if (bitmask == 0)
738       return; /* error was recorded */
739 
740    if (ctx->Light._ColorMaterialBitmask == bitmask &&
741        ctx->Light.ColorMaterialFace == face &&
742        ctx->Light.ColorMaterialMode == mode)
743       return;
744 
745    FLUSH_VERTICES(ctx, _NEW_LIGHT);
746    ctx->Light._ColorMaterialBitmask = bitmask;
747    ctx->Light.ColorMaterialFace = face;
748    ctx->Light.ColorMaterialMode = mode;
749 
750    if (ctx->Light.ColorMaterialEnabled) {
751       FLUSH_CURRENT( ctx, 0 );
752       _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
753    }
754 
755    if (ctx->Driver.ColorMaterial)
756       ctx->Driver.ColorMaterial( ctx, face, mode );
757 }
758 
759 
760 void GLAPIENTRY
_mesa_GetMaterialfv(GLenum face,GLenum pname,GLfloat * params)761 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
762 {
763    GET_CURRENT_CONTEXT(ctx);
764    GLuint f;
765    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
766    FLUSH_VERTICES(ctx, 0); /* update materials */
767 
768    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
769 
770    if (face==GL_FRONT) {
771       f = 0;
772    }
773    else if (face==GL_BACK) {
774       f = 1;
775    }
776    else {
777       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
778       return;
779    }
780 
781    switch (pname) {
782       case GL_AMBIENT:
783          COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
784          break;
785       case GL_DIFFUSE:
786          COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
787 	 break;
788       case GL_SPECULAR:
789          COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
790 	 break;
791       case GL_EMISSION:
792 	 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
793 	 break;
794       case GL_SHININESS:
795 	 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
796 	 break;
797       case GL_COLOR_INDEXES:
798          if (ctx->API != API_OPENGL_COMPAT) {
799             _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
800             return;
801          }
802 	 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
803 	 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
804 	 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
805 	 break;
806       default:
807          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
808    }
809 }
810 
811 
812 void GLAPIENTRY
_mesa_GetMaterialiv(GLenum face,GLenum pname,GLint * params)813 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
814 {
815    GET_CURRENT_CONTEXT(ctx);
816    GLuint f;
817    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
818 
819    assert(ctx->API == API_OPENGL_COMPAT);
820 
821    FLUSH_VERTICES(ctx, 0); /* update materials */
822    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
823 
824    if (face==GL_FRONT) {
825       f = 0;
826    }
827    else if (face==GL_BACK) {
828       f = 1;
829    }
830    else {
831       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
832       return;
833    }
834    switch (pname) {
835       case GL_AMBIENT:
836          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
837          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
838          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
839          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
840          break;
841       case GL_DIFFUSE:
842          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
843          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
844          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
845          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
846 	 break;
847       case GL_SPECULAR:
848          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
849          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
850          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
851          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
852 	 break;
853       case GL_EMISSION:
854          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
855          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
856          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
857          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
858 	 break;
859       case GL_SHININESS:
860          *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
861 	 break;
862       case GL_COLOR_INDEXES:
863 	 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
864 	 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
865 	 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
866 	 break;
867       default:
868          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
869    }
870 }
871 
872 
873 
874 /**
875  * Examine current lighting parameters to determine if the optimized lighting
876  * function can be used.
877  * Also, precompute some lighting values such as the products of light
878  * source and material ambient, diffuse and specular coefficients.
879  */
880 void
_mesa_update_lighting(struct gl_context * ctx)881 _mesa_update_lighting( struct gl_context *ctx )
882 {
883    GLbitfield flags = 0;
884    ctx->Light._NeedEyeCoords = GL_FALSE;
885 
886    if (!ctx->Light.Enabled)
887       return;
888 
889    GLbitfield mask = ctx->Light._EnabledLights;
890    while (mask) {
891       const int i = u_bit_scan(&mask);
892       struct gl_light *light = &ctx->Light.Light[i];
893       flags |= light->_Flags;
894    }
895 
896    ctx->Light._NeedVertices =
897       ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
898        ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
899        ctx->Light.Model.LocalViewer);
900 
901    ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
902 				ctx->Light.Model.LocalViewer);
903 
904    /* XXX: This test is overkill & needs to be fixed both for software and
905     * hardware t&l drivers.  The above should be sufficient & should
906     * be tested to verify this.
907     */
908    if (ctx->Light._NeedVertices)
909       ctx->Light._NeedEyeCoords = GL_TRUE;
910 
911    /* Precompute some shading values.  Although we reference
912     * Light.Material here, we can get away without flushing
913     * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
914     * are flushed, they will update the derived state at that time.
915     */
916    if (ctx->Light.Model.TwoSide)
917       _mesa_update_material(ctx,
918 			    MAT_BIT_FRONT_EMISSION |
919 			    MAT_BIT_FRONT_AMBIENT |
920 			    MAT_BIT_FRONT_DIFFUSE |
921 			    MAT_BIT_FRONT_SPECULAR |
922 			    MAT_BIT_BACK_EMISSION |
923 			    MAT_BIT_BACK_AMBIENT |
924 			    MAT_BIT_BACK_DIFFUSE |
925 			    MAT_BIT_BACK_SPECULAR);
926    else
927       _mesa_update_material(ctx,
928 			    MAT_BIT_FRONT_EMISSION |
929 			    MAT_BIT_FRONT_AMBIENT |
930 			    MAT_BIT_FRONT_DIFFUSE |
931 			    MAT_BIT_FRONT_SPECULAR);
932 }
933 
934 
935 /**
936  * Update state derived from light position, spot direction.
937  * Called upon:
938  *   _NEW_MODELVIEW
939  *   _NEW_LIGHT
940  *   _TNL_NEW_NEED_EYE_COORDS
941  *
942  * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
943  * Also update on lighting space changes.
944  */
945 static void
compute_light_positions(struct gl_context * ctx)946 compute_light_positions( struct gl_context *ctx )
947 {
948    static const GLfloat eye_z[3] = { 0, 0, 1 };
949 
950    if (!ctx->Light.Enabled)
951       return;
952 
953    if (ctx->_NeedEyeCoords) {
954       COPY_3V( ctx->_EyeZDir, eye_z );
955    }
956    else {
957       TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
958    }
959 
960    GLbitfield mask = ctx->Light._EnabledLights;
961    while (mask) {
962       const int i = u_bit_scan(&mask);
963       struct gl_light *light = &ctx->Light.Light[i];
964 
965       if (ctx->_NeedEyeCoords) {
966          /* _Position is in eye coordinate space */
967 	 COPY_4FV( light->_Position, light->EyePosition );
968       }
969       else {
970          /* _Position is in object coordinate space */
971 	 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
972 			  light->EyePosition );
973       }
974 
975       if (!(light->_Flags & LIGHT_POSITIONAL)) {
976 	 /* VP (VP) = Normalize( Position ) */
977 	 COPY_3V( light->_VP_inf_norm, light->_Position );
978 	 NORMALIZE_3FV( light->_VP_inf_norm );
979 
980 	 if (!ctx->Light.Model.LocalViewer) {
981 	    /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
982 	    ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
983 	    NORMALIZE_3FV( light->_h_inf_norm );
984 	 }
985 	 light->_VP_inf_spot_attenuation = 1.0;
986       }
987       else {
988          /* positional light w/ homogeneous coordinate, divide by W */
989          GLfloat wInv = 1.0F / light->_Position[3];
990          light->_Position[0] *= wInv;
991          light->_Position[1] *= wInv;
992          light->_Position[2] *= wInv;
993       }
994 
995       if (light->_Flags & LIGHT_SPOT) {
996          /* Note: we normalize the spot direction now */
997 
998 	 if (ctx->_NeedEyeCoords) {
999 	    COPY_3V( light->_NormSpotDirection, light->SpotDirection );
1000             NORMALIZE_3FV( light->_NormSpotDirection );
1001 	 }
1002          else {
1003             GLfloat spotDir[3];
1004             COPY_3V(spotDir, light->SpotDirection);
1005             NORMALIZE_3FV(spotDir);
1006 	    TRANSFORM_NORMAL( light->_NormSpotDirection,
1007 			      spotDir,
1008 			      ctx->ModelviewMatrixStack.Top->m);
1009 	 }
1010 
1011 	 NORMALIZE_3FV( light->_NormSpotDirection );
1012 
1013 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1014 	    GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1015 					light->_NormSpotDirection);
1016 
1017 	    if (PV_dot_dir > light->_CosCutoff) {
1018 	       light->_VP_inf_spot_attenuation =
1019                   powf(PV_dot_dir, light->SpotExponent);
1020 	    }
1021 	    else {
1022 	       light->_VP_inf_spot_attenuation = 0;
1023             }
1024 	 }
1025       }
1026    }
1027 }
1028 
1029 
1030 
1031 static void
update_modelview_scale(struct gl_context * ctx)1032 update_modelview_scale( struct gl_context *ctx )
1033 {
1034    ctx->_ModelViewInvScale = 1.0F;
1035    ctx->_ModelViewInvScaleEyespace = 1.0F;
1036    if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
1037       const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
1038       GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
1039       if (f < 1e-12f) f = 1.0f;
1040       if (ctx->_NeedEyeCoords)
1041 	 ctx->_ModelViewInvScale = 1.0f / sqrtf(f);
1042       else
1043 	 ctx->_ModelViewInvScale = sqrtf(f);
1044       ctx->_ModelViewInvScaleEyespace = 1.0f / sqrtf(f);
1045    }
1046 }
1047 
1048 
1049 /**
1050  * Bring up to date any state that relies on _NeedEyeCoords.
1051  */
1052 void
_mesa_update_tnl_spaces(struct gl_context * ctx,GLuint new_state)1053 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
1054 {
1055    const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
1056 
1057    (void) new_state;
1058    ctx->_NeedEyeCoords = GL_FALSE;
1059 
1060    if (ctx->_ForceEyeCoords ||
1061        (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
1062        ctx->Point._Attenuated ||
1063        ctx->Light._NeedEyeCoords)
1064       ctx->_NeedEyeCoords = GL_TRUE;
1065 
1066    if (ctx->Light.Enabled &&
1067        !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
1068       ctx->_NeedEyeCoords = GL_TRUE;
1069 
1070    /* Check if the truth-value interpretations of the bitfields have
1071     * changed:
1072     */
1073    if (oldneedeyecoords != ctx->_NeedEyeCoords) {
1074       /* Recalculate all state that depends on _NeedEyeCoords.
1075        */
1076       update_modelview_scale(ctx);
1077       compute_light_positions( ctx );
1078 
1079       if (ctx->Driver.LightingSpaceChange)
1080 	 ctx->Driver.LightingSpaceChange( ctx );
1081    }
1082    else {
1083       GLuint new_state2 = ctx->NewState;
1084 
1085       /* Recalculate that same state only if it has been invalidated
1086        * by other statechanges.
1087        */
1088       if (new_state2 & _NEW_MODELVIEW)
1089 	 update_modelview_scale(ctx);
1090 
1091       if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
1092 	 compute_light_positions( ctx );
1093    }
1094 }
1095 
1096 
1097 /**
1098  * Drivers may need this if the hardware tnl unit doesn't support the
1099  * light-in-modelspace optimization.  It's also useful for debugging.
1100  */
1101 void
_mesa_allow_light_in_model(struct gl_context * ctx,GLboolean flag)1102 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
1103 {
1104    ctx->_ForceEyeCoords = !flag;
1105    ctx->NewState |= _NEW_POINT;	/* one of the bits from
1106 				 * _MESA_NEW_NEED_EYE_COORDS.
1107 				 */
1108 }
1109 
1110 
1111 
1112 /**********************************************************************/
1113 /*****                      Initialization                        *****/
1114 /**********************************************************************/
1115 
1116 /**
1117  * Initialize the n-th light data structure.
1118  *
1119  * \param l pointer to the gl_light structure to be initialized.
1120  * \param n number of the light.
1121  * \note The defaults for light 0 are different than the other lights.
1122  */
1123 static void
init_light(struct gl_light * l,GLuint n)1124 init_light( struct gl_light *l, GLuint n )
1125 {
1126    ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
1127    if (n==0) {
1128       ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
1129       ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
1130    }
1131    else {
1132       ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
1133       ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
1134    }
1135    ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
1136    ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
1137    l->SpotExponent = 0.0;
1138    l->SpotCutoff = 180.0;
1139    l->_CosCutoff = 0.0;		/* KW: -ve values not admitted */
1140    l->ConstantAttenuation = 1.0;
1141    l->LinearAttenuation = 0.0;
1142    l->QuadraticAttenuation = 0.0;
1143    l->Enabled = GL_FALSE;
1144 }
1145 
1146 
1147 /**
1148  * Initialize the light model data structure.
1149  *
1150  * \param lm pointer to the gl_lightmodel structure to be initialized.
1151  */
1152 static void
init_lightmodel(struct gl_lightmodel * lm)1153 init_lightmodel( struct gl_lightmodel *lm )
1154 {
1155    ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
1156    lm->LocalViewer = GL_FALSE;
1157    lm->TwoSide = GL_FALSE;
1158    lm->ColorControl = GL_SINGLE_COLOR;
1159 }
1160 
1161 
1162 /**
1163  * Initialize the material data structure.
1164  *
1165  * \param m pointer to the gl_material structure to be initialized.
1166  */
1167 static void
init_material(struct gl_material * m)1168 init_material( struct gl_material *m )
1169 {
1170    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT],  0.2F, 0.2F, 0.2F, 1.0F );
1171    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE],  0.8F, 0.8F, 0.8F, 1.0F );
1172    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1173    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1174    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1175    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1176 
1177    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT],  0.2F, 0.2F, 0.2F, 1.0F );
1178    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE],  0.8F, 0.8F, 0.8F, 1.0F );
1179    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
1180    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
1181    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
1182    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
1183 }
1184 
1185 
1186 /**
1187  * Initialize all lighting state for the given context.
1188  */
1189 void
_mesa_init_lighting(struct gl_context * ctx)1190 _mesa_init_lighting( struct gl_context *ctx )
1191 {
1192    GLuint i;
1193 
1194    /* Lighting group */
1195    ctx->Light._EnabledLights = 0;
1196    for (i = 0; i < MAX_LIGHTS; i++) {
1197       init_light( &ctx->Light.Light[i], i );
1198    }
1199 
1200    init_lightmodel( &ctx->Light.Model );
1201    init_material( &ctx->Light.Material );
1202    ctx->Light.ShadeModel = GL_SMOOTH;
1203    ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
1204    ctx->Light.Enabled = GL_FALSE;
1205    ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
1206    ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
1207    ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
1208                                                GL_FRONT_AND_BACK,
1209                                                GL_AMBIENT_AND_DIFFUSE, ~0,
1210                                                NULL );
1211 
1212    ctx->Light.ColorMaterialEnabled = GL_FALSE;
1213    ctx->Light.ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1214    ctx->Light._ClampVertexColor = ctx->API == API_OPENGL_COMPAT;
1215 
1216    /* Miscellaneous */
1217    ctx->Light._NeedEyeCoords = GL_FALSE;
1218    ctx->_NeedEyeCoords = GL_FALSE;
1219    ctx->_ForceEyeCoords = GL_FALSE;
1220    ctx->_ModelViewInvScale = 1.0;
1221    ctx->_ModelViewInvScaleEyespace = 1.0;
1222 }
1223