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