mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-01-06 17:30:20 +01:00
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:
parent
ba3da6154c
commit
662fbf8a62
4 changed files with 150 additions and 96 deletions
|
|
@ -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,
|
||||
|
|
|
|||
|
|
@ -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 */
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -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).
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue