nv10,nv20,nv30: send correct values for spot light direction X,Y,Z and

cutoff parameter C
This commit is contained in:
Patrice Mandin 2006-11-24 23:34:03 +00:00
parent 78e5f414cb
commit 2911551727
3 changed files with 95 additions and 59 deletions

View file

@ -329,66 +329,75 @@ static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
/* not sure where the fourth param value goes...*/
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
switch(pname)
{
case GL_AMBIENT:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
#if 0 /* FIXME, should be easy to do */
case GL_SPOT_DIRECTION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
{
GLfloat x,y,z;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
OUT_RING_CACHEf(x);
OUT_RING_CACHEf(y);
OUT_RING_CACHEf(z);
}
break;
#endif
case GL_POSITION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
#if 0 /* FIXME, should be easy to do */
case GL_SPOT_EXPONENT:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
OUT_RING_CACHEf(params[2]);
{
GLfloat c;
c = -2.0 * (0.5 + l->_CosCutoff);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1);
OUT_RING_CACHEf(c);
}
break;
#endif
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default:

View file

@ -340,62 +340,76 @@ static void nv20Hint(GLcontext *ctx, GLenum target, GLenum mode)
static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
/* not sure where the fourth param value goes...*/
switch(pname)
{
case GL_AMBIENT:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
{
GLfloat x,y,z;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
OUT_RING_CACHEf(x);
OUT_RING_CACHEf(y);
OUT_RING_CACHEf(z);
}
break;
case GL_POSITION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_EXPONENT:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
OUT_RING_CACHEf(params[2]);
{
GLfloat c;
c = -2.0 * (0.5 + l->_CosCutoff);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1);
OUT_RING_CACHEf(c);
}
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default:

View file

@ -347,6 +347,8 @@ static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
if (NOUVEAU_CARD_USING_SHADERS)
return;
@ -355,58 +357,69 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
switch(pname)
{
case GL_AMBIENT:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
{
GLfloat x,y,z;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
OUT_RING_CACHEf(x);
OUT_RING_CACHEf(y);
OUT_RING_CACHEf(z);
}
break;
case GL_POSITION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_EXPONENT:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
OUT_RING_CACHEf(params[2]);
{
GLfloat c;
c = -2.0 * (0.5 + l->_CosCutoff);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1);
OUT_RING_CACHEf(c);
}
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
OUT_RING_CACHEf(*params);
break;
default: