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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    switch (mode) {
77    case GL_FIRST_VERTEX_CONVENTION_EXT:
78    case GL_LAST_VERTEX_CONVENTION_EXT:
79       break;
80    default:
81       _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
82       return;
83    }
84 
85    if (ctx->Light.ProvokingVertex == mode)
86       return;
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       _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
190       return;
191    }
192 
193    if (ctx->Driver.Lightfv)
194       ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
195 }
196 
197 
198 void GLAPIENTRY
_mesa_Lightf(GLenum light,GLenum pname,GLfloat param)199 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
200 {
201    GLfloat fparam[4];
202    fparam[0] = param;
203    fparam[1] = fparam[2] = fparam[3] = 0.0F;
204    _mesa_Lightfv( light, pname, fparam );
205 }
206 
207 
208 void GLAPIENTRY
_mesa_Lightfv(GLenum light,GLenum pname,const GLfloat * params)209 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
210 {
211    GET_CURRENT_CONTEXT(ctx);
212    GLint i = (GLint) (light - GL_LIGHT0);
213    GLfloat temp[4];
214 
215    if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
216       _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
217       return;
218    }
219 
220    /* do particular error checks, transformations */
221    switch (pname) {
222    case GL_AMBIENT:
223    case GL_DIFFUSE:
224    case GL_SPECULAR:
225       /* nothing */
226       break;
227    case GL_POSITION:
228       /* transform position by ModelView matrix */
229       TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
230       params = temp;
231       break;
232    case GL_SPOT_DIRECTION:
233       /* transform direction by inverse modelview */
234       if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
235 	 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
236       }
237       TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
238       params = temp;
239       break;
240    case GL_SPOT_EXPONENT:
241       if (params[0] < 0.0F || params[0] > ctx->Const.MaxSpotExponent) {
242 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
243 	 return;
244       }
245       break;
246    case GL_SPOT_CUTOFF:
247       if ((params[0] < 0.0F || params[0] > 90.0F) && params[0] != 180.0F) {
248 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
249 	 return;
250       }
251       break;
252    case GL_CONSTANT_ATTENUATION:
253    case GL_LINEAR_ATTENUATION:
254    case GL_QUADRATIC_ATTENUATION:
255       if (params[0] < 0.0F) {
256 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
257 	 return;
258       }
259       break;
260    default:
261       _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
262       return;
263    }
264 
265    _mesa_light(ctx, i, pname, params);
266 }
267 
268 
269 void GLAPIENTRY
_mesa_Lighti(GLenum light,GLenum pname,GLint param)270 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
271 {
272    GLint iparam[4];
273    iparam[0] = param;
274    iparam[1] = iparam[2] = iparam[3] = 0;
275    _mesa_Lightiv( light, pname, iparam );
276 }
277 
278 
279 void GLAPIENTRY
_mesa_Lightiv(GLenum light,GLenum pname,const GLint * params)280 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
281 {
282    GLfloat fparam[4];
283 
284    switch (pname) {
285       case GL_AMBIENT:
286       case GL_DIFFUSE:
287       case GL_SPECULAR:
288          fparam[0] = INT_TO_FLOAT( params[0] );
289          fparam[1] = INT_TO_FLOAT( params[1] );
290          fparam[2] = INT_TO_FLOAT( params[2] );
291          fparam[3] = INT_TO_FLOAT( params[3] );
292          break;
293       case GL_POSITION:
294          fparam[0] = (GLfloat) params[0];
295          fparam[1] = (GLfloat) params[1];
296          fparam[2] = (GLfloat) params[2];
297          fparam[3] = (GLfloat) params[3];
298          break;
299       case GL_SPOT_DIRECTION:
300          fparam[0] = (GLfloat) params[0];
301          fparam[1] = (GLfloat) params[1];
302          fparam[2] = (GLfloat) params[2];
303          break;
304       case GL_SPOT_EXPONENT:
305       case GL_SPOT_CUTOFF:
306       case GL_CONSTANT_ATTENUATION:
307       case GL_LINEAR_ATTENUATION:
308       case GL_QUADRATIC_ATTENUATION:
309          fparam[0] = (GLfloat) params[0];
310          break;
311       default:
312          /* error will be caught later in gl_Lightfv */
313          ;
314    }
315 
316    _mesa_Lightfv( light, pname, fparam );
317 }
318 
319 
320 
321 void GLAPIENTRY
_mesa_GetLightfv(GLenum light,GLenum pname,GLfloat * params)322 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
323 {
324    GET_CURRENT_CONTEXT(ctx);
325    GLint l = (GLint) (light - GL_LIGHT0);
326 
327    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
328       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
329       return;
330    }
331 
332    switch (pname) {
333       case GL_AMBIENT:
334          COPY_4V( params, ctx->Light.Light[l].Ambient );
335          break;
336       case GL_DIFFUSE:
337          COPY_4V( params, ctx->Light.Light[l].Diffuse );
338          break;
339       case GL_SPECULAR:
340          COPY_4V( params, ctx->Light.Light[l].Specular );
341          break;
342       case GL_POSITION:
343          COPY_4V( params, ctx->Light.Light[l].EyePosition );
344          break;
345       case GL_SPOT_DIRECTION:
346          COPY_3V( params, ctx->Light.Light[l].SpotDirection );
347          break;
348       case GL_SPOT_EXPONENT:
349          params[0] = ctx->Light.Light[l].SpotExponent;
350          break;
351       case GL_SPOT_CUTOFF:
352          params[0] = ctx->Light.Light[l].SpotCutoff;
353          break;
354       case GL_CONSTANT_ATTENUATION:
355          params[0] = ctx->Light.Light[l].ConstantAttenuation;
356          break;
357       case GL_LINEAR_ATTENUATION:
358          params[0] = ctx->Light.Light[l].LinearAttenuation;
359          break;
360       case GL_QUADRATIC_ATTENUATION:
361          params[0] = ctx->Light.Light[l].QuadraticAttenuation;
362          break;
363       default:
364          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
365          break;
366    }
367 }
368 
369 
370 void GLAPIENTRY
_mesa_GetLightiv(GLenum light,GLenum pname,GLint * params)371 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
372 {
373    GET_CURRENT_CONTEXT(ctx);
374    GLint l = (GLint) (light - GL_LIGHT0);
375 
376    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
377       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
378       return;
379    }
380 
381    switch (pname) {
382       case GL_AMBIENT:
383          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
384          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
385          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
386          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
387          break;
388       case GL_DIFFUSE:
389          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
390          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
391          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
392          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
393          break;
394       case GL_SPECULAR:
395          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
396          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
397          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
398          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
399          break;
400       case GL_POSITION:
401          params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
402          params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
403          params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
404          params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
405          break;
406       case GL_SPOT_DIRECTION:
407          params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
408          params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
409          params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
410          break;
411       case GL_SPOT_EXPONENT:
412          params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
413          break;
414       case GL_SPOT_CUTOFF:
415          params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
416          break;
417       case GL_CONSTANT_ATTENUATION:
418          params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
419          break;
420       case GL_LINEAR_ATTENUATION:
421          params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
422          break;
423       case GL_QUADRATIC_ATTENUATION:
424          params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
425          break;
426       default:
427          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
428          break;
429    }
430 }
431 
432 
433 
434 /**********************************************************************/
435 /***                        Light Model                             ***/
436 /**********************************************************************/
437 
438 
439 void GLAPIENTRY
_mesa_LightModelfv(GLenum pname,const GLfloat * params)440 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
441 {
442    GLenum newenum;
443    GLboolean newbool;
444    GET_CURRENT_CONTEXT(ctx);
445 
446    switch (pname) {
447       case GL_LIGHT_MODEL_AMBIENT:
448          if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
449 	    return;
450 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
451          COPY_4V( ctx->Light.Model.Ambient, params );
452          break;
453       case GL_LIGHT_MODEL_LOCAL_VIEWER:
454          if (ctx->API != API_OPENGL_COMPAT)
455             goto invalid_pname;
456          newbool = (params[0] != 0.0F);
457 	 if (ctx->Light.Model.LocalViewer == newbool)
458 	    return;
459 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
460 	 ctx->Light.Model.LocalViewer = newbool;
461          break;
462       case GL_LIGHT_MODEL_TWO_SIDE:
463          newbool = (params[0] != 0.0F);
464 	 if (ctx->Light.Model.TwoSide == newbool)
465 	    return;
466 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
467 	 ctx->Light.Model.TwoSide = newbool;
468          break;
469       case GL_LIGHT_MODEL_COLOR_CONTROL:
470          if (ctx->API != API_OPENGL_COMPAT)
471             goto invalid_pname;
472          if (params[0] == (GLfloat) GL_SINGLE_COLOR)
473 	    newenum = GL_SINGLE_COLOR;
474          else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
475 	    newenum = GL_SEPARATE_SPECULAR_COLOR;
476 	 else {
477             _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
478                          (GLint) params[0] );
479 	    return;
480          }
481 	 if (ctx->Light.Model.ColorControl == newenum)
482 	    return;
483 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
484 	 ctx->Light.Model.ColorControl = newenum;
485          break;
486       default:
487          goto invalid_pname;
488    }
489 
490    if (ctx->Driver.LightModelfv)
491       ctx->Driver.LightModelfv( ctx, pname, params );
492 
493    return;
494 
495 invalid_pname:
496    _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
497    return;
498 }
499 
500 
501 void GLAPIENTRY
_mesa_LightModeliv(GLenum pname,const GLint * params)502 _mesa_LightModeliv( GLenum pname, const GLint *params )
503 {
504    GLfloat fparam[4];
505 
506    switch (pname) {
507       case GL_LIGHT_MODEL_AMBIENT:
508          fparam[0] = INT_TO_FLOAT( params[0] );
509          fparam[1] = INT_TO_FLOAT( params[1] );
510          fparam[2] = INT_TO_FLOAT( params[2] );
511          fparam[3] = INT_TO_FLOAT( params[3] );
512          break;
513       case GL_LIGHT_MODEL_LOCAL_VIEWER:
514       case GL_LIGHT_MODEL_TWO_SIDE:
515       case GL_LIGHT_MODEL_COLOR_CONTROL:
516          fparam[0] = (GLfloat) params[0];
517          break;
518       default:
519          /* Error will be caught later in gl_LightModelfv */
520          ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
521    }
522    _mesa_LightModelfv( pname, fparam );
523 }
524 
525 
526 void GLAPIENTRY
_mesa_LightModeli(GLenum pname,GLint param)527 _mesa_LightModeli( GLenum pname, GLint param )
528 {
529    GLint iparam[4];
530    iparam[0] = param;
531    iparam[1] = iparam[2] = iparam[3] = 0;
532    _mesa_LightModeliv( pname, iparam );
533 }
534 
535 
536 void GLAPIENTRY
_mesa_LightModelf(GLenum pname,GLfloat param)537 _mesa_LightModelf( GLenum pname, GLfloat param )
538 {
539    GLfloat fparam[4];
540    fparam[0] = param;
541    fparam[1] = fparam[2] = fparam[3] = 0.0F;
542    _mesa_LightModelfv( pname, fparam );
543 }
544 
545 
546 
547 /********** MATERIAL **********/
548 
549 
550 /*
551  * Given a face and pname value (ala glColorMaterial), compute a bitmask
552  * of the targeted material values.
553  */
554 GLuint
_mesa_material_bitmask(struct gl_context * ctx,GLenum face,GLenum pname,GLuint legal,const char * where)555 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
556                         GLuint legal, const char *where )
557 {
558    GLuint bitmask = 0;
559 
560    /* Make a bitmask indicating what material attribute(s) we're updating */
561    switch (pname) {
562       case GL_EMISSION:
563          bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
564          break;
565       case GL_AMBIENT:
566          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
567          break;
568       case GL_DIFFUSE:
569          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
570          break;
571       case GL_SPECULAR:
572          bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
573          break;
574       case GL_SHININESS:
575          bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
576          break;
577       case GL_AMBIENT_AND_DIFFUSE:
578          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
579          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
580          break;
581       case GL_COLOR_INDEXES:
582          bitmask |= MAT_BIT_FRONT_INDEXES  | MAT_BIT_BACK_INDEXES;
583          break;
584       default:
585          _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
586          return 0;
587    }
588 
589    if (face==GL_FRONT) {
590       bitmask &= FRONT_MATERIAL_BITS;
591    }
592    else if (face==GL_BACK) {
593       bitmask &= BACK_MATERIAL_BITS;
594    }
595    else if (face != GL_FRONT_AND_BACK) {
596       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
597       return 0;
598    }
599 
600    if (bitmask & ~legal) {
601       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
602       return 0;
603    }
604 
605    return bitmask;
606 }
607 
608 
609 
610 /* Update derived values following a change in ctx->Light.Material
611  */
612 void
_mesa_update_material(struct gl_context * ctx,GLuint bitmask)613 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
614 {
615    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
616 
617    if (MESA_VERBOSE & VERBOSE_MATERIAL)
618       _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
619 
620    if (!bitmask)
621       return;
622 
623    /* update material ambience */
624    if (bitmask & MAT_BIT_FRONT_AMBIENT) {
625       GLbitfield mask = ctx->Light._EnabledLights;
626       while (mask) {
627          const int i = u_bit_scan(&mask);
628          struct gl_light *light = &ctx->Light.Light[i];
629          SCALE_3V( light->_MatAmbient[0], light->Ambient,
630 		   mat[MAT_ATTRIB_FRONT_AMBIENT]);
631       }
632    }
633 
634    if (bitmask & MAT_BIT_BACK_AMBIENT) {
635       GLbitfield mask = ctx->Light._EnabledLights;
636       while (mask) {
637          const int i = u_bit_scan(&mask);
638          struct gl_light *light = &ctx->Light.Light[i];
639          SCALE_3V( light->_MatAmbient[1], light->Ambient,
640 		   mat[MAT_ATTRIB_BACK_AMBIENT]);
641       }
642    }
643 
644    /* update BaseColor = emission + scene's ambience * material's ambience */
645    if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
646       COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
647       ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
648 		    ctx->Light.Model.Ambient );
649    }
650 
651    if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
652       COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
653       ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
654 		    ctx->Light.Model.Ambient );
655    }
656 
657    /* update material diffuse values */
658    if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
659       GLbitfield mask = ctx->Light._EnabledLights;
660       while (mask) {
661          const int i = u_bit_scan(&mask);
662          struct gl_light *light = &ctx->Light.Light[i];
663 	 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
664 		   mat[MAT_ATTRIB_FRONT_DIFFUSE] );
665       }
666    }
667 
668    if (bitmask & MAT_BIT_BACK_DIFFUSE) {
669       GLbitfield mask = ctx->Light._EnabledLights;
670       while (mask) {
671          const int i = u_bit_scan(&mask);
672          struct gl_light *light = &ctx->Light.Light[i];
673 	 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
674 		   mat[MAT_ATTRIB_BACK_DIFFUSE] );
675       }
676    }
677 
678    /* update material specular values */
679    if (bitmask & MAT_BIT_FRONT_SPECULAR) {
680       GLbitfield mask = ctx->Light._EnabledLights;
681       while (mask) {
682          const int i = u_bit_scan(&mask);
683          struct gl_light *light = &ctx->Light.Light[i];
684 	 SCALE_3V( light->_MatSpecular[0], light->Specular,
685 		   mat[MAT_ATTRIB_FRONT_SPECULAR]);
686       }
687    }
688 
689    if (bitmask & MAT_BIT_BACK_SPECULAR) {
690       GLbitfield mask = ctx->Light._EnabledLights;
691       while (mask) {
692          const int i = u_bit_scan(&mask);
693          struct gl_light *light = &ctx->Light.Light[i];
694 	 SCALE_3V( light->_MatSpecular[1], light->Specular,
695 		   mat[MAT_ATTRIB_BACK_SPECULAR]);
696       }
697    }
698 }
699 
700 
701 /*
702  * Update the current materials from the given rgba color
703  * according to the bitmask in _ColorMaterialBitmask, which is
704  * set by glColorMaterial().
705  */
706 void
_mesa_update_color_material(struct gl_context * ctx,const GLfloat color[4])707 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
708 {
709    GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
710    struct gl_material *mat = &ctx->Light.Material;
711 
712    while (bitmask) {
713       const int i = u_bit_scan(&bitmask);
714 
715       COPY_4FV( mat->Attrib[i], color );
716    }
717 
718    _mesa_update_material( ctx, bitmask );
719 }
720 
721 
722 void GLAPIENTRY
_mesa_ColorMaterial(GLenum face,GLenum mode)723 _mesa_ColorMaterial( GLenum face, GLenum mode )
724 {
725    GET_CURRENT_CONTEXT(ctx);
726    GLuint bitmask;
727    GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
728 		   MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
729 		   MAT_BIT_FRONT_DIFFUSE  | MAT_BIT_BACK_DIFFUSE  |
730 		   MAT_BIT_FRONT_AMBIENT  | MAT_BIT_BACK_AMBIENT);
731 
732    if (MESA_VERBOSE&VERBOSE_API)
733       _mesa_debug(ctx, "glColorMaterial %s %s\n",
734                   _mesa_enum_to_string(face),
735                   _mesa_enum_to_string(mode));
736 
737    bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
738    if (bitmask == 0)
739       return; /* error was recorded */
740 
741    if (ctx->Light._ColorMaterialBitmask == bitmask &&
742        ctx->Light.ColorMaterialFace == face &&
743        ctx->Light.ColorMaterialMode == mode)
744       return;
745 
746    FLUSH_VERTICES(ctx, _NEW_LIGHT);
747    ctx->Light._ColorMaterialBitmask = bitmask;
748    ctx->Light.ColorMaterialFace = face;
749    ctx->Light.ColorMaterialMode = mode;
750 
751    if (ctx->Light.ColorMaterialEnabled) {
752       FLUSH_CURRENT( ctx, 0 );
753       _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
754    }
755 
756    if (ctx->Driver.ColorMaterial)
757       ctx->Driver.ColorMaterial( ctx, face, mode );
758 }
759 
760 
761 void GLAPIENTRY
_mesa_GetMaterialfv(GLenum face,GLenum pname,GLfloat * params)762 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
763 {
764    GET_CURRENT_CONTEXT(ctx);
765    GLuint f;
766    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
767    FLUSH_VERTICES(ctx, 0); /* update materials */
768 
769    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
770 
771    if (face==GL_FRONT) {
772       f = 0;
773    }
774    else if (face==GL_BACK) {
775       f = 1;
776    }
777    else {
778       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
779       return;
780    }
781 
782    switch (pname) {
783       case GL_AMBIENT:
784          COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
785          break;
786       case GL_DIFFUSE:
787          COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
788 	 break;
789       case GL_SPECULAR:
790          COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
791 	 break;
792       case GL_EMISSION:
793 	 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
794 	 break;
795       case GL_SHININESS:
796 	 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
797 	 break;
798       case GL_COLOR_INDEXES:
799          if (ctx->API != API_OPENGL_COMPAT) {
800             _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
801             return;
802          }
803 	 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
804 	 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
805 	 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
806 	 break;
807       default:
808          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
809    }
810 }
811 
812 
813 void GLAPIENTRY
_mesa_GetMaterialiv(GLenum face,GLenum pname,GLint * params)814 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
815 {
816    GET_CURRENT_CONTEXT(ctx);
817    GLuint f;
818    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
819 
820    assert(ctx->API == API_OPENGL_COMPAT);
821 
822    FLUSH_VERTICES(ctx, 0); /* update materials */
823    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
824 
825    if (face==GL_FRONT) {
826       f = 0;
827    }
828    else if (face==GL_BACK) {
829       f = 1;
830    }
831    else {
832       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
833       return;
834    }
835    switch (pname) {
836       case GL_AMBIENT:
837          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
838          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
839          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
840          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
841          break;
842       case GL_DIFFUSE:
843          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
844          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
845          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
846          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
847 	 break;
848       case GL_SPECULAR:
849          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
850          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
851          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
852          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
853 	 break;
854       case GL_EMISSION:
855          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
856          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
857          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
858          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
859 	 break;
860       case GL_SHININESS:
861          *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
862 	 break;
863       case GL_COLOR_INDEXES:
864 	 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
865 	 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
866 	 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
867 	 break;
868       default:
869          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
870    }
871 }
872 
873 
874 
875 /**
876  * Examine current lighting parameters to determine if the optimized lighting
877  * function can be used.
878  * Also, precompute some lighting values such as the products of light
879  * source and material ambient, diffuse and specular coefficients.
880  */
881 void
_mesa_update_lighting(struct gl_context * ctx)882 _mesa_update_lighting( struct gl_context *ctx )
883 {
884    GLbitfield flags = 0;
885    ctx->Light._NeedEyeCoords = GL_FALSE;
886 
887    if (!ctx->Light.Enabled)
888       return;
889 
890    GLbitfield mask = ctx->Light._EnabledLights;
891    while (mask) {
892       const int i = u_bit_scan(&mask);
893       struct gl_light *light = &ctx->Light.Light[i];
894       flags |= light->_Flags;
895    }
896 
897    ctx->Light._NeedVertices =
898       ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
899        ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
900        ctx->Light.Model.LocalViewer);
901 
902    ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
903 				ctx->Light.Model.LocalViewer);
904 
905    /* XXX: This test is overkill & needs to be fixed both for software and
906     * hardware t&l drivers.  The above should be sufficient & should
907     * be tested to verify this.
908     */
909    if (ctx->Light._NeedVertices)
910       ctx->Light._NeedEyeCoords = GL_TRUE;
911 
912    /* Precompute some shading values.  Although we reference
913     * Light.Material here, we can get away without flushing
914     * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
915     * are flushed, they will update the derived state at that time.
916     */
917    if (ctx->Light.Model.TwoSide)
918       _mesa_update_material(ctx,
919 			    MAT_BIT_FRONT_EMISSION |
920 			    MAT_BIT_FRONT_AMBIENT |
921 			    MAT_BIT_FRONT_DIFFUSE |
922 			    MAT_BIT_FRONT_SPECULAR |
923 			    MAT_BIT_BACK_EMISSION |
924 			    MAT_BIT_BACK_AMBIENT |
925 			    MAT_BIT_BACK_DIFFUSE |
926 			    MAT_BIT_BACK_SPECULAR);
927    else
928       _mesa_update_material(ctx,
929 			    MAT_BIT_FRONT_EMISSION |
930 			    MAT_BIT_FRONT_AMBIENT |
931 			    MAT_BIT_FRONT_DIFFUSE |
932 			    MAT_BIT_FRONT_SPECULAR);
933 }
934 
935 
936 /**
937  * Update state derived from light position, spot direction.
938  * Called upon:
939  *   _NEW_MODELVIEW
940  *   _NEW_LIGHT
941  *   _TNL_NEW_NEED_EYE_COORDS
942  *
943  * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
944  * Also update on lighting space changes.
945  */
946 static void
compute_light_positions(struct gl_context * ctx)947 compute_light_positions( struct gl_context *ctx )
948 {
949    static const GLfloat eye_z[3] = { 0, 0, 1 };
950 
951    if (!ctx->Light.Enabled)
952       return;
953 
954    if (ctx->_NeedEyeCoords) {
955       COPY_3V( ctx->_EyeZDir, eye_z );
956    }
957    else {
958       TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
959    }
960 
961    GLbitfield mask = ctx->Light._EnabledLights;
962    while (mask) {
963       const int i = u_bit_scan(&mask);
964       struct gl_light *light = &ctx->Light.Light[i];
965 
966       if (ctx->_NeedEyeCoords) {
967          /* _Position is in eye coordinate space */
968 	 COPY_4FV( light->_Position, light->EyePosition );
969       }
970       else {
971          /* _Position is in object coordinate space */
972 	 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
973 			  light->EyePosition );
974       }
975 
976       if (!(light->_Flags & LIGHT_POSITIONAL)) {
977 	 /* VP (VP) = Normalize( Position ) */
978 	 COPY_3V( light->_VP_inf_norm, light->_Position );
979 	 NORMALIZE_3FV( light->_VP_inf_norm );
980 
981 	 if (!ctx->Light.Model.LocalViewer) {
982 	    /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
983 	    ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
984 	    NORMALIZE_3FV( light->_h_inf_norm );
985 	 }
986 	 light->_VP_inf_spot_attenuation = 1.0;
987       }
988       else {
989          /* positional light w/ homogeneous coordinate, divide by W */
990          GLfloat wInv = 1.0F / light->_Position[3];
991          light->_Position[0] *= wInv;
992          light->_Position[1] *= wInv;
993          light->_Position[2] *= wInv;
994       }
995 
996       if (light->_Flags & LIGHT_SPOT) {
997          /* Note: we normalize the spot direction now */
998 
999 	 if (ctx->_NeedEyeCoords) {
1000 	    COPY_3V( light->_NormSpotDirection, light->SpotDirection );
1001             NORMALIZE_3FV( light->_NormSpotDirection );
1002 	 }
1003          else {
1004             GLfloat spotDir[3];
1005             COPY_3V(spotDir, light->SpotDirection);
1006             NORMALIZE_3FV(spotDir);
1007 	    TRANSFORM_NORMAL( light->_NormSpotDirection,
1008 			      spotDir,
1009 			      ctx->ModelviewMatrixStack.Top->m);
1010 	 }
1011 
1012 	 NORMALIZE_3FV( light->_NormSpotDirection );
1013 
1014 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
1015 	    GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
1016 					light->_NormSpotDirection);
1017 
1018 	    if (PV_dot_dir > light->_CosCutoff) {
1019 	       light->_VP_inf_spot_attenuation =
1020                   powf(PV_dot_dir, light->SpotExponent);
1021 	    }
1022 	    else {
1023 	       light->_VP_inf_spot_attenuation = 0;
1024             }
1025 	 }
1026       }
1027    }
1028 }
1029 
1030 
1031 
1032 static void
update_modelview_scale(struct gl_context * ctx)1033 update_modelview_scale( struct gl_context *ctx )
1034 {
1035    ctx->_ModelViewInvScale = 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    }
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 }
1221