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