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fix bad n_dot_h normalization code (bug 9977), plus clean-up the code in general
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9fbb2e9e76
1 changed files with 31 additions and 33 deletions
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@ -1,8 +1,8 @@
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/*
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* Mesa 3-D graphics library
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* Version: 6.3
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* Version: 6.5.3
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@ -112,9 +112,7 @@ userclip_point( GLcontext *ctx, const GLfloat v[] )
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/**
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* This has been split off to allow the normal shade routines to
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* get a little closer to the vertex buffer, and to use the
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* GLvector objects directly.
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* Compute lighting for the raster position. Both RGB and CI modes computed.
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* \param ctx the context
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* \param vertex vertex location
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* \param normal normal vector
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@ -130,10 +128,10 @@ shade_rastpos(GLcontext *ctx,
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GLfloat Rspec[4],
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GLfloat *Rindex)
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{
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GLfloat (*base)[3] = ctx->Light._BaseColor;
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struct gl_light *light;
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GLfloat diffuseColor[4], specularColor[4];
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GLfloat diffuse = 0, specular = 0;
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/*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
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const struct gl_light *light;
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GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
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GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */
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if (!ctx->_ShineTable[0] || !ctx->_ShineTable[1])
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_mesa_validate_all_lighting_tables( ctx );
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@ -144,28 +142,31 @@ shade_rastpos(GLcontext *ctx,
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ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat n_dot_h;
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GLfloat attenuation = 1.0;
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GLfloat VP[3];
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GLfloat VP[3]; /* vector from vertex to light pos */
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GLfloat n_dot_VP;
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GLfloat *h;
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GLfloat diffuseContrib[3], specularContrib[3];
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GLboolean normalized;
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if (!(light->_Flags & LIGHT_POSITIONAL)) {
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/* light at infinity */
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COPY_3V(VP, light->_VP_inf_norm);
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attenuation = light->_VP_inf_spot_attenuation;
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}
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else {
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/* local/positional light */
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GLfloat d;
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/* VP = vector from vertex pos to light[i].pos */
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SUB_3V(VP, light->_Position, vertex);
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/* d = length(VP) */
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d = (GLfloat) LEN_3FV( VP );
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if ( d > 1e-6) {
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if (d > 1.0e-6) {
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/* normalize VP */
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GLfloat invd = 1.0F / d;
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SELF_SCALE_SCALAR_3V(VP, invd);
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}
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/* atti */
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attenuation = 1.0F / (light->ConstantAttenuation + d *
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(light->LinearAttenuation + d *
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light->QuadraticAttenuation));
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@ -196,43 +197,39 @@ shade_rastpos(GLcontext *ctx,
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continue;
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}
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/* Ambient + diffuse */
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COPY_3V(diffuseContrib, light->_MatAmbient[0]);
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ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
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diffuse += n_dot_VP * light->_dli * attenuation;
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ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
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diffuseCI += n_dot_VP * light->_dli * attenuation;
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/* Specular */
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{
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const GLfloat *h;
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GLfloat n_dot_h;
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ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
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if (ctx->Light.Model.LocalViewer) {
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GLfloat v[3];
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COPY_3V(v, vertex);
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NORMALIZE_3FV(v);
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SUB_3V(VP, VP, v);
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NORMALIZE_3FV(VP);
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h = VP;
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normalized = 0;
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}
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else if (light->_Flags & LIGHT_POSITIONAL) {
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ACC_3V(VP, ctx->_EyeZDir);
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NORMALIZE_3FV(VP);
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h = VP;
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ACC_3V(h, ctx->_EyeZDir);
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normalized = 0;
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}
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else {
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h = light->_h_inf_norm;
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normalized = 1;
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}
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n_dot_h = DOT3(normal, h);
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if (n_dot_h > 0.0F) {
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GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
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GLfloat spec_coef;
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GLfloat shininess = mat[MAT_ATTRIB_FRONT_SHININESS][0];
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if (!normalized) {
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n_dot_h *= n_dot_h;
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n_dot_h /= LEN_SQUARED_3FV( h );
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shininess *= .5;
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}
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GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
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if (spec_coef > 1.0e-10) {
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@ -244,7 +241,8 @@ shade_rastpos(GLcontext *ctx,
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ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
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light->_MatSpecular[0]);
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}
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specular += spec_coef * light->_sli * attenuation;
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/*assert(light->_sli > 0.0);*/
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specularCI += spec_coef * light->_sli * attenuation;
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}
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}
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}
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@ -268,8 +266,8 @@ shade_rastpos(GLcontext *ctx,
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GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
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GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
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GLfloat i = (ind[MAT_INDEX_AMBIENT]
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+ diffuse * (1.0F-specular) * d_a
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+ specular * s_a);
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+ diffuseCI * (1.0F-specularCI) * d_a
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+ specularCI * s_a);
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if (i > ind[MAT_INDEX_SPECULAR]) {
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i = ind[MAT_INDEX_SPECULAR];
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}
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