Added _mesa_light() helper function so we can avoid transforming then

un-transforming light positions and spot directions when popping light
state off the attribute stack.
This commit is contained in:
Brian Paul 2005-11-12 18:58:12 +00:00
parent ba3da6154c
commit 662fbf8a62
4 changed files with 150 additions and 96 deletions

View file

@ -951,25 +951,21 @@ _mesa_PopAttrib(void)
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
for (i = 0; i < ctx->Const.MaxLights; i++) {
GLenum lgt = (GLenum) (GL_LIGHT0 + i);
const struct gl_light *l = &light->Light[i];
GLfloat tmp[4];
_mesa_set_enable(ctx, lgt, l->Enabled);
_mesa_Lightfv( lgt, GL_AMBIENT, l->Ambient );
_mesa_Lightfv( lgt, GL_DIFFUSE, l->Diffuse );
_mesa_Lightfv( lgt, GL_SPECULAR, l->Specular );
TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->inv, l->EyePosition );
_mesa_Lightfv( lgt, GL_POSITION, tmp );
TRANSFORM_NORMAL( tmp, l->EyeDirection, ctx->ModelviewMatrixStack.Top->m );
_mesa_Lightfv( lgt, GL_SPOT_DIRECTION, tmp );
_mesa_Lightfv( lgt, GL_SPOT_EXPONENT, &l->SpotExponent );
_mesa_Lightfv( lgt, GL_SPOT_CUTOFF, &l->SpotCutoff );
_mesa_Lightfv( lgt, GL_CONSTANT_ATTENUATION,
&l->ConstantAttenuation );
_mesa_Lightfv( lgt, GL_LINEAR_ATTENUATION,
&l->LinearAttenuation );
_mesa_Lightfv( lgt, GL_QUADRATIC_ATTENUATION,
&l->QuadraticAttenuation );
_mesa_set_enable(ctx, GL_LIGHT0 + i, l->Enabled);
_mesa_light(ctx, i, GL_AMBIENT, l->Ambient);
_mesa_light(ctx, i, GL_DIFFUSE, l->Diffuse);
_mesa_light(ctx, i, GL_SPECULAR, l->Specular );
_mesa_light(ctx, i, GL_POSITION, l->EyePosition);
_mesa_light(ctx, i, GL_SPOT_DIRECTION, l->EyeDirection);
_mesa_light(ctx, i, GL_SPOT_EXPONENT, &l->SpotExponent);
_mesa_light(ctx, i, GL_SPOT_CUTOFF, &l->SpotCutoff);
_mesa_light(ctx, i, GL_CONSTANT_ATTENUATION,
&l->ConstantAttenuation);
_mesa_light(ctx, i, GL_LINEAR_ATTENUATION,
&l->LinearAttenuation);
_mesa_light(ctx, i, GL_QUADRATIC_ATTENUATION,
&l->QuadraticAttenuation);
}
/* light model */
_mesa_LightModelfv(GL_LIGHT_MODEL_AMBIENT,

View file

@ -658,7 +658,10 @@ struct dd_function_table {
void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
/** Control the writing of individual bits in the color index buffers */
void (*IndexMask)(GLcontext *ctx, GLuint mask);
/** Set light source parameters */
/** Set light source parameters.
* Note: for GL_POSITION and GL_SPOT_DIRECTION, params will have already
* been transformed to eye-space.
*/
void (*Lightfv)(GLcontext *ctx, GLenum light,
GLenum pname, const GLfloat *params );
/** Set the lighting model parameters */

View file

@ -59,6 +59,112 @@ _mesa_ShadeModel( GLenum mode )
}
/**
* Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
* per-light state.
* For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
* will have already been transformed by the modelview matrix!
* Also, all error checking should have already been done.
*/
void
_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
{
struct gl_light *light;
ASSERT(lnum < MAX_LIGHTS);
light = &ctx->Light.Light[lnum];
switch (pname) {
case GL_AMBIENT:
if (TEST_EQ_4V(light->Ambient, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( light->Ambient, params );
break;
case GL_DIFFUSE:
if (TEST_EQ_4V(light->Diffuse, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( light->Diffuse, params );
break;
case GL_SPECULAR:
if (TEST_EQ_4V(light->Specular, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( light->Specular, params );
break;
case GL_POSITION:
/* NOTE: position has already been transformed by ModelView! */
if (TEST_EQ_4V(light->EyePosition, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V(light->EyePosition, params);
if (light->EyePosition[3] != 0.0F)
light->_Flags |= LIGHT_POSITIONAL;
else
light->_Flags &= ~LIGHT_POSITIONAL;
break;
case GL_SPOT_DIRECTION:
/* NOTE: Direction already transformed by inverse ModelView! */
if (TEST_EQ_3V(light->EyeDirection, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_3V(light->EyeDirection, params);
break;
case GL_SPOT_EXPONENT:
ASSERT(params[0] >= 0.0);
ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
if (light->SpotExponent == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->SpotExponent = params[0];
_mesa_invalidate_spot_exp_table(light);
break;
case GL_SPOT_CUTOFF:
ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
if (light->SpotCutoff == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->SpotCutoff = params[0];
light->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD);
if (light->_CosCutoff < 0)
light->_CosCutoff = 0;
if (light->SpotCutoff != 180.0F)
light->_Flags |= LIGHT_SPOT;
else
light->_Flags &= ~LIGHT_SPOT;
break;
case GL_CONSTANT_ATTENUATION:
ASSERT(params[0] >= 0.0);
if (light->ConstantAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->ConstantAttenuation = params[0];
break;
case GL_LINEAR_ATTENUATION:
ASSERT(params[0] >= 0.0);
if (light->LinearAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->LinearAttenuation = params[0];
break;
case GL_QUADRATIC_ATTENUATION:
ASSERT(params[0] >= 0.0);
if (light->QuadraticAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->QuadraticAttenuation = params[0];
break;
default:
_mesa_problem(ctx, "Unexpected pname in _mesa_light()");
return;
}
if (ctx->Driver.Lightfv)
ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
}
void GLAPIENTRY
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
{
@ -71,124 +177,69 @@ _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLint i = (GLint) (light - GL_LIGHT0);
struct gl_light *l = &ctx->Light.Light[i];
GLfloat temp[4];
if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
return;
}
/* do particular error checks, transformations */
switch (pname) {
case GL_AMBIENT:
if (TEST_EQ_4V(l->Ambient, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Ambient, params );
break;
case GL_DIFFUSE:
if (TEST_EQ_4V(l->Diffuse, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Diffuse, params );
break;
case GL_SPECULAR:
if (TEST_EQ_4V(l->Specular, params))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V( l->Specular, params );
/* nothing */
break;
case GL_POSITION: {
GLfloat tmp[4];
case GL_POSITION:
/* transform position by ModelView matrix */
TRANSFORM_POINT( tmp, ctx->ModelviewMatrixStack.Top->m, params );
if (TEST_EQ_4V(l->EyePosition, tmp))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_4V(l->EyePosition, tmp);
if (l->EyePosition[3] != 0.0F)
l->_Flags |= LIGHT_POSITIONAL;
else
l->_Flags &= ~LIGHT_POSITIONAL;
TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
params = temp;
break;
}
case GL_SPOT_DIRECTION: {
GLfloat tmp[4];
case GL_SPOT_DIRECTION:
/* transform direction by inverse modelview */
if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
_math_matrix_analyse( ctx->ModelviewMatrixStack.Top );
_math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
}
TRANSFORM_NORMAL( tmp, params, ctx->ModelviewMatrixStack.Top->inv );
if (TEST_EQ_3V(l->EyeDirection, tmp))
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
COPY_3V(l->EyeDirection, tmp);
TRANSFORM_NORMAL(temp, params, ctx->ModelviewMatrixStack.Top->inv);
params = temp;
break;
}
case GL_SPOT_EXPONENT:
if (params[0]<0.0 || params[0]>ctx->Const.MaxSpotExponent) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
return;
}
if (l->SpotExponent == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotExponent = params[0];
_mesa_invalidate_spot_exp_table( l );
break;
case GL_SPOT_CUTOFF:
if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
return;
}
if (l->SpotCutoff == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->SpotCutoff = params[0];
l->_CosCutoff = (GLfloat) _mesa_cos(params[0]*DEG2RAD);
if (l->_CosCutoff < 0)
l->_CosCutoff = 0;
if (l->SpotCutoff != 180.0F)
l->_Flags |= LIGHT_SPOT;
else
l->_Flags &= ~LIGHT_SPOT;
break;
case GL_CONSTANT_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
if (params[0] < 0.0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
return;
}
if (l->ConstantAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->ConstantAttenuation = params[0];
break;
case GL_LINEAR_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
if (params[0] < 0.0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
return;
}
if (l->LinearAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->LinearAttenuation = params[0];
break;
case GL_QUADRATIC_ATTENUATION:
if (params[0]<0.0) {
_mesa_error( ctx, GL_INVALID_VALUE, "glLight" );
if (params[0] < 0.0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glLight");
return;
}
if (l->QuadraticAttenuation == params[0])
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
l->QuadraticAttenuation = params[0];
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname );
_mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
return;
}
if (ctx->Driver.Lightfv)
ctx->Driver.Lightfv( ctx, light, pname, params );
_mesa_light(ctx, i, pname, params);
}

View file

@ -78,6 +78,10 @@ extern void GLAPIENTRY
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params );
extern void
_mesa_light(GLcontext *ctx, GLuint lnum, GLenum pname, const GLfloat *params);
/* Lerp between adjacent values in the f(x) lookup table, giving a
* continuous function, with adequeate overall accuracy. (Though
* still pretty good compared to a straight lookup).